three-stdlib 2.15.2 → 2.16.1
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- package/BufferGeometryUtils-1a7a235c.js +655 -0
- package/BufferGeometryUtils-971dfde3.js +1 -0
- package/Nodes-4f766d71.js +471 -0
- package/Nodes-9aa16d74.js +1 -0
- package/animation/AnimationClipCreator.cjs.js +1 -0
- package/animation/AnimationClipCreator.js +52 -32
- package/animation/CCDIKSolver.cjs.js +1 -0
- package/animation/CCDIKSolver.js +275 -207
- package/animation/MMDAnimationHelper.cjs.js +1 -0
- package/animation/MMDAnimationHelper.js +341 -150
- package/animation/MMDPhysics.cjs.js +1 -0
- package/animation/MMDPhysics.js +361 -154
- package/cameras/CinematicCamera.cjs.js +1 -0
- package/cameras/CinematicCamera.js +77 -67
- package/controls/ArcballControls.cjs.js +1 -0
- package/controls/ArcballControls.js +1449 -544
- package/controls/DeviceOrientationControls.cjs.js +1 -0
- package/controls/DeviceOrientationControls.js +97 -52
- package/controls/DragControls.cjs.js +1 -0
- package/controls/DragControls.js +187 -85
- package/controls/FirstPersonControls.cjs.js +1 -0
- package/controls/FirstPersonControls.js +193 -123
- package/controls/FlyControls.cjs.js +1 -0
- package/controls/FlyControls.js +152 -82
- package/controls/OrbitControls.cjs.js +1 -0
- package/controls/OrbitControls.js +481 -232
- package/controls/PointerLockControls.cjs.js +1 -0
- package/controls/PointerLockControls.js +99 -63
- package/controls/TrackballControls.cjs.js +1 -0
- package/controls/TrackballControls.js +383 -211
- package/controls/TransformControls.cjs.js +1 -0
- package/controls/TransformControls.js +782 -575
- package/controls/experimental/CameraControls.cjs.js +1 -0
- package/controls/experimental/CameraControls.js +609 -329
- package/csm/CSM.cjs.js +1 -0
- package/csm/CSM.js +108 -47
- package/csm/CSMFrustum.cjs.js +1 -0
- package/csm/CSMFrustum.js +29 -14
- package/csm/CSMHelper.cjs.js +1 -0
- package/csm/CSMHelper.js +34 -20
- package/csm/CSMShader.cjs.js +1 -0
- package/csm/CSMShader.js +11 -7
- package/curves/CurveExtras.cjs.js +1 -0
- package/curves/CurveExtras.js +115 -73
- package/curves/NURBSCurve.cjs.js +1 -0
- package/curves/NURBSCurve.js +43 -15
- package/curves/NURBSSurface.cjs.js +1 -0
- package/curves/NURBSSurface.js +27 -11
- package/curves/NURBSUtils.cjs.js +1 -0
- package/curves/NURBSUtils.js +203 -54
- package/custom.d.cjs.js +1 -0
- package/{shaders/types.mjs → custom.d.js} +0 -0
- package/deprecated/Geometry.cjs.js +1 -0
- package/deprecated/Geometry.js +486 -191
- package/effects/AnaglyphEffect.cjs.js +1 -0
- package/effects/AnaglyphEffect.js +60 -95
- package/effects/AsciiEffect.cjs.js +1 -0
- package/effects/AsciiEffect.js +110 -80
- package/effects/OutlineEffect.cjs.js +1 -0
- package/effects/OutlineEffect.js +204 -121
- package/effects/ParallaxBarrierEffect.cjs.js +1 -0
- package/effects/ParallaxBarrierEffect.js +38 -39
- package/effects/PeppersGhostEffect.cjs.js +1 -0
- package/effects/PeppersGhostEffect.js +68 -19
- package/effects/StereoEffect.cjs.js +1 -0
- package/effects/StereoEffect.js +16 -12
- package/environments/RoomEnvironment.cjs.js +1 -0
- package/environments/RoomEnvironment.js +47 -52
- package/exporters/ColladaExporter.cjs.js +1 -0
- package/exporters/ColladaExporter.js +241 -115
- package/exporters/DRACOExporter.cjs.js +1 -0
- package/exporters/DRACOExporter.js +121 -67
- package/exporters/GLTFExporter.cjs.js +1 -0
- package/exporters/GLTFExporter.js +1014 -463
- package/exporters/MMDExporter.cjs.js +1 -0
- package/exporters/MMDExporter.js +102 -44
- package/exporters/OBJExporter.cjs.js +1 -0
- package/exporters/OBJExporter.js +140 -78
- package/exporters/PLYExporter.cjs.js +1 -0
- package/exporters/PLYExporter.js +154 -93
- package/exporters/STLExporter.cjs.js +1 -0
- package/exporters/STLExporter.js +81 -30
- package/exporters/USDZExporter.cjs.js +1 -0
- package/exporters/USDZExporter.js +144 -84
- package/geometries/BoxLineGeometry.cjs.js +1 -0
- package/geometries/BoxLineGeometry.js +14 -7
- package/geometries/ConvexGeometry.cjs.js +1 -0
- package/geometries/ConvexGeometry.js +23 -14
- package/geometries/DecalGeometry.cjs.js +1 -0
- package/geometries/DecalGeometry.js +162 -108
- package/geometries/LightningStrike.cjs.js +1 -0
- package/geometries/LightningStrike.js +294 -101
- package/geometries/ParametricGeometries.cjs.js +1 -0
- package/geometries/ParametricGeometries.js +76 -26
- package/geometries/ParametricGeometry.cjs.js +1 -0
- package/geometries/ParametricGeometry.js +48 -24
- package/geometries/RoundedBoxGeometry.cjs.js +1 -0
- package/geometries/RoundedBoxGeometry.js +64 -33
- package/geometries/TeapotGeometry.cjs.js +1 -0
- package/geometries/TeapotGeometry.js +174 -1434
- package/geometries/TextGeometry.cjs.js +1 -0
- package/geometries/TextGeometry.js +17 -9
- package/helpers/LightProbeHelper.cjs.js +1 -0
- package/helpers/LightProbeHelper.js +21 -53
- package/helpers/PositionalAudioHelper.cjs.js +1 -0
- package/helpers/PositionalAudioHelper.js +30 -23
- package/helpers/RectAreaLightHelper.cjs.js +1 -0
- package/helpers/RectAreaLightHelper.js +33 -17
- package/helpers/VertexNormalsHelper.cjs.js +1 -0
- package/helpers/VertexNormalsHelper.js +41 -20
- package/helpers/VertexTangentsHelper.cjs.js +1 -0
- package/helpers/VertexTangentsHelper.js +36 -18
- package/index.cjs.js +1 -0
- package/index.js +333 -968
- package/interactive/InteractiveGroup.cjs.js +1 -0
- package/interactive/InteractiveGroup.d.ts +5 -0
- package/interactive/InteractiveGroup.js +87 -0
- package/interactive/SelectionBox.cjs.js +1 -0
- package/interactive/SelectionBox.js +46 -31
- package/interactive/SelectionHelper.cjs.js +1 -0
- package/interactive/SelectionHelper.js +21 -16
- package/libs/MeshoptDecoder.cjs.js +1 -0
- package/libs/MeshoptDecoder.js +58 -147
- package/libs/MotionControllers.cjs.js +1 -0
- package/libs/MotionControllers.js +208 -66
- package/lights/LightProbeGenerator.cjs.js +1 -0
- package/lights/LightProbeGenerator.js +96 -40
- package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
- package/lights/RectAreaLightUniformsLib.js +9 -32842
- package/lines/Line2.cjs.js +1 -0
- package/lines/Line2.js +12 -9
- package/lines/LineGeometry.cjs.js +1 -0
- package/lines/LineGeometry.js +19 -7
- package/lines/LineMaterial.cjs.js +1 -0
- package/lines/LineMaterial.js +89 -51
- package/lines/LineSegments2.cjs.js +1 -0
- package/lines/LineSegments2.js +165 -56
- package/lines/LineSegmentsGeometry.cjs.js +1 -0
- package/lines/LineSegmentsGeometry.js +71 -29
- package/lines/Wireframe.cjs.js +1 -0
- package/lines/Wireframe.js +29 -15
- package/lines/WireframeGeometry2.cjs.js +1 -0
- package/lines/WireframeGeometry2.js +9 -8
- package/loaders/3DMLoader.cjs.js +1 -0
- package/loaders/3DMLoader.js +469 -234
- package/loaders/3MFLoader.cjs.js +1 -0
- package/loaders/3MFLoader.js +555 -340
- package/loaders/AMFLoader.cjs.js +1 -0
- package/loaders/AMFLoader.js +219 -114
- package/loaders/AssimpLoader.cjs.js +1 -0
- package/loaders/AssimpLoader.js +725 -328
- package/loaders/BVHLoader.cjs.js +1 -0
- package/loaders/BVHLoader.js +200 -94
- package/loaders/BasisTextureLoader.cjs.js +1 -0
- package/loaders/BasisTextureLoader.js +357 -229
- package/loaders/ColladaLoader.cjs.js +1 -0
- package/loaders/ColladaLoader.js +1522 -932
- package/loaders/DDSLoader.cjs.js +1 -0
- package/loaders/DDSLoader.js +108 -42
- package/loaders/DRACOLoader.cjs.js +1 -0
- package/loaders/DRACOLoader.js +210 -103
- package/loaders/EXRLoader.cjs.js +1 -0
- package/loaders/EXRLoader.js +809 -461
- package/loaders/FBXLoader.cjs.js +1 -0
- package/loaders/FBXLoader.js +1397 -842
- package/loaders/FontLoader.cjs.js +1 -0
- package/loaders/FontLoader.js +66 -33
- package/loaders/GCodeLoader.cjs.js +1 -0
- package/loaders/GCodeLoader.js +111 -63
- package/loaders/GLTFLoader.cjs.js +1 -0
- package/loaders/GLTFLoader.js +1484 -771
- package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
- package/loaders/HDRCubeTextureLoader.js +50 -45
- package/loaders/KMZLoader.cjs.js +1 -0
- package/loaders/KMZLoader.js +55 -42
- package/loaders/KTX2Loader.cjs.js +1 -0
- package/loaders/KTX2Loader.js +362 -229
- package/loaders/KTXLoader.cjs.js +1 -0
- package/loaders/KTXLoader.js +99 -37
- package/loaders/LDrawLoader.cjs.js +1 -0
- package/loaders/LDrawLoader.js +746 -313
- package/loaders/LUT3dlLoader.cjs.js +1 -0
- package/loaders/LUT3dlLoader.js +62 -50
- package/loaders/LUTCubeLoader.cjs.js +1 -0
- package/loaders/LUTCubeLoader.js +56 -45
- package/loaders/LWOLoader.cjs.js +1 -0
- package/loaders/LWOLoader.js +339 -227
- package/loaders/LottieLoader.cjs.js +1 -0
- package/loaders/LottieLoader.js +38 -36
- package/loaders/MD2Loader.cjs.js +1 -0
- package/loaders/MD2Loader.js +91 -248
- package/loaders/MDDLoader.cjs.js +1 -0
- package/loaders/MDDLoader.js +45 -25
- package/loaders/MMDLoader.cjs.js +1 -0
- package/loaders/MMDLoader.js +795 -359
- package/loaders/MTLLoader.cjs.js +1 -0
- package/loaders/MTLLoader.js +201 -91
- package/loaders/NRRDLoader.cjs.js +1 -0
- package/loaders/NRRDLoader.js +263 -182
- package/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/loaders/NodeMaterialLoader.js +14 -121
- package/loaders/OBJLoader.cjs.js +1 -0
- package/loaders/OBJLoader.js +283 -161
- package/loaders/PCDLoader.cjs.js +1 -0
- package/loaders/PCDLoader.js +164 -145
- package/loaders/PDBLoader.cjs.js +1 -0
- package/loaders/PDBLoader.js +63 -45
- package/loaders/PLYLoader.cjs.js +1 -0
- package/loaders/PLYLoader.js +203 -106
- package/loaders/PRWMLoader.cjs.js +1 -0
- package/loaders/PRWMLoader.js +110 -73
- package/loaders/PVRLoader.cjs.js +1 -0
- package/loaders/PVRLoader.js +93 -32
- package/loaders/RGBELoader.cjs.js +1 -0
- package/loaders/RGBELoader.js +233 -96
- package/loaders/RGBMLoader.cjs.js +1 -0
- package/loaders/RGBMLoader.js +514 -344
- package/loaders/STLLoader.cjs.js +1 -0
- package/loaders/STLLoader.js +165 -59
- package/loaders/SVGLoader.cjs.js +1 -0
- package/loaders/SVGLoader.js +851 -481
- package/loaders/TDSLoader.cjs.js +1 -0
- package/loaders/TDSLoader.js +527 -137
- package/loaders/TGALoader.cjs.js +1 -0
- package/loaders/TGALoader.js +205 -94
- package/loaders/TTFLoader.cjs.js +1 -0
- package/loaders/TTFLoader.js +79 -58
- package/loaders/TiltLoader.cjs.js +1 -0
- package/loaders/TiltLoader.js +167 -129
- package/loaders/VOXLoader.cjs.js +1 -0
- package/loaders/VOXLoader.js +84 -320
- package/loaders/VRMLLoader.cjs.js +1 -0
- package/loaders/VRMLLoader.js +1268 -786
- package/loaders/VRMLoader.cjs.js +1 -0
- package/loaders/VRMLoader.js +31 -23
- package/loaders/VTKLoader.cjs.js +1 -0
- package/loaders/VTKLoader.js +407 -219
- package/loaders/XLoader.cjs.js +1 -0
- package/loaders/XLoader.js +1259 -1083
- package/loaders/XYZLoader.cjs.js +1 -0
- package/loaders/XYZLoader.js +34 -28
- package/loaders/lwo/IFFParser.cjs.js +1 -0
- package/loaders/lwo/IFFParser.js +492 -238
- package/loaders/lwo/LWO2Parser.cjs.js +1 -0
- package/loaders/lwo/LWO2Parser.js +279 -176
- package/loaders/lwo/LWO3Parser.cjs.js +1 -0
- package/loaders/lwo/LWO3Parser.js +247 -160
- package/math/Capsule.cjs.js +1 -0
- package/math/Capsule.js +43 -56
- package/math/ColorConverter.cjs.js +1 -0
- package/math/ColorConverter.js +32 -18
- package/math/ConvexHull.cjs.js +1 -0
- package/math/ConvexHull.js +357 -97
- package/math/ImprovedNoise.cjs.js +1 -0
- package/math/ImprovedNoise.js +32 -282
- package/math/Lut.cjs.js +1 -0
- package/math/Lut.js +35 -51
- package/math/MeshSurfaceSampler.cjs.js +1 -0
- package/math/MeshSurfaceSampler.js +68 -25
- package/math/OBB.cjs.js +1 -0
- package/math/OBB.js +152 -91
- package/math/Octree.cjs.js +1 -0
- package/math/Octree.js +139 -76
- package/math/SimplexNoise.cjs.js +1 -0
- package/math/SimplexNoise.js +238 -217
- package/misc/ConvexObjectBreaker.cjs.js +1 -0
- package/misc/ConvexObjectBreaker.js +185 -79
- package/misc/GPUComputationRenderer.cjs.js +1 -0
- package/misc/GPUComputationRenderer.js +194 -69
- package/misc/Gyroscope.cjs.js +1 -0
- package/misc/Gyroscope.js +22 -16
- package/misc/MD2Character.cjs.js +1 -0
- package/misc/MD2Character.js +74 -52
- package/misc/MD2CharacterComplex.cjs.js +1 -0
- package/misc/MD2CharacterComplex.js +163 -112
- package/misc/MorphAnimMesh.cjs.js +1 -0
- package/misc/MorphAnimMesh.js +28 -20
- package/misc/MorphBlendMesh.cjs.js +1 -0
- package/misc/MorphBlendMesh.js +69 -45
- package/misc/ProgressiveLightmap.cjs.js +1 -0
- package/misc/ProgressiveLightmap.js +187 -70
- package/misc/RollerCoaster.cjs.js +1 -0
- package/misc/RollerCoaster.js +135 -106
- package/misc/TubePainter.cjs.js +1 -0
- package/misc/TubePainter.js +92 -74
- package/misc/Volume.cjs.js +1 -0
- package/misc/Volume.js +270 -108
- package/misc/VolumeSlice.cjs.js +1 -0
- package/misc/VolumeSlice.js +122 -34
- package/misc/WebGL.cjs.js +1 -0
- package/misc/WebGL.js +34 -37
- package/modifiers/CurveModifier.cjs.js +1 -0
- package/modifiers/CurveModifier.js +151 -46
- package/modifiers/EdgeSplitModifier.cjs.js +1 -0
- package/modifiers/EdgeSplitModifier.js +90 -46
- package/modifiers/SimplifyModifier.cjs.js +1 -0
- package/modifiers/SimplifyModifier.js +202 -77
- package/modifiers/TessellateModifier.cjs.js +1 -0
- package/modifiers/TessellateModifier.js +90 -65
- package/nodes/Nodes.cjs.js +1 -0
- package/nodes/Nodes.js +140 -274
- package/nodes/ShaderNode.cjs.js +1 -0
- package/nodes/ShaderNode.js +196 -296
- package/nodes/accessors/BufferNode.cjs.js +1 -0
- package/nodes/accessors/BufferNode.js +8 -4
- package/nodes/accessors/CameraNode.cjs.js +1 -0
- package/nodes/accessors/CameraNode.js +25 -20
- package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
- package/nodes/accessors/CubeTextureNode.js +26 -14
- package/nodes/accessors/MaterialNode.cjs.js +1 -0
- package/nodes/accessors/MaterialNode.js +53 -43
- package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
- package/nodes/accessors/MaterialReferenceNode.js +6 -3
- package/nodes/accessors/ModelNode.cjs.js +1 -0
- package/nodes/accessors/ModelNode.js +5 -3
- package/nodes/accessors/ModelViewProjectionNode.cjs.js +1 -0
- package/nodes/accessors/ModelViewProjectionNode.js +13 -14
- package/nodes/accessors/NormalNode.cjs.js +1 -0
- package/nodes/accessors/NormalNode.js +39 -40
- package/nodes/accessors/Object3DNode.cjs.js +1 -0
- package/nodes/accessors/Object3DNode.js +50 -40
- package/nodes/accessors/PointUVNode.cjs.js +1 -0
- package/nodes/accessors/PointUVNode.js +9 -5
- package/nodes/accessors/PositionNode.cjs.js +1 -0
- package/nodes/accessors/PositionNode.js +41 -42
- package/nodes/accessors/ReferenceNode.cjs.js +1 -0
- package/nodes/accessors/ReferenceNode.js +17 -10
- package/nodes/accessors/ReflectNode.cjs.js +1 -0
- package/nodes/accessors/ReflectNode.js +26 -23
- package/nodes/accessors/SkinningNode.cjs.js +1 -0
- package/nodes/accessors/SkinningNode.js +48 -46
- package/nodes/accessors/TextureNode.cjs.js +1 -0
- package/nodes/accessors/TextureNode.js +29 -14
- package/nodes/accessors/UVNode.cjs.js +1 -0
- package/nodes/accessors/UVNode.js +11 -5
- package/nodes/core/ArrayUniformNode.cjs.js +1 -0
- package/nodes/core/ArrayUniformNode.js +7 -3
- package/nodes/core/AttributeNode.cjs.js +1 -0
- package/nodes/core/AttributeNode.js +12 -5
- package/nodes/core/BypassNode.cjs.js +1 -0
- package/nodes/core/BypassNode.js +12 -5
- package/nodes/core/CodeNode.cjs.js +1 -0
- package/nodes/core/CodeNode.js +12 -4
- package/nodes/core/ConstNode.cjs.js +1 -0
- package/nodes/core/ConstNode.js +7 -3
- package/nodes/core/ContextNode.cjs.js +1 -0
- package/nodes/core/ContextNode.js +8 -3
- package/nodes/core/ExpressionNode.cjs.js +1 -0
- package/nodes/core/ExpressionNode.js +9 -5
- package/nodes/core/FunctionCallNode.cjs.js +1 -0
- package/nodes/core/FunctionCallNode.js +15 -6
- package/nodes/core/FunctionNode.cjs.js +1 -0
- package/nodes/core/FunctionNode.js +25 -10
- package/nodes/core/InputNode.cjs.js +1 -0
- package/nodes/core/InputNode.js +23 -12
- package/nodes/core/Node.cjs.js +1 -0
- package/nodes/core/Node.js +75 -35
- package/nodes/core/NodeAttribute.cjs.js +1 -0
- package/nodes/core/NodeAttribute.js +4 -2
- package/nodes/core/NodeBuilder.cjs.js +1 -0
- package/nodes/core/NodeBuilder.js +224 -110
- package/nodes/core/NodeCode.cjs.js +1 -0
- package/nodes/core/NodeCode.js +7 -4
- package/nodes/core/NodeFrame.cjs.js +1 -0
- package/nodes/core/NodeFrame.js +12 -9
- package/nodes/core/NodeFunction.cjs.js +1 -0
- package/nodes/core/NodeFunction.js +17 -0
- package/nodes/core/NodeFunctionInput.cjs.js +1 -0
- package/nodes/core/NodeFunctionInput.js +5 -3
- package/nodes/core/NodeKeywords.cjs.js +1 -0
- package/nodes/core/NodeKeywords.js +16 -5
- package/nodes/core/NodeParser.cjs.js +1 -0
- package/nodes/core/NodeParser.js +8 -0
- package/nodes/core/NodeUniform.cjs.js +1 -0
- package/nodes/core/NodeUniform.js +7 -3
- package/nodes/core/NodeUtils.cjs.js +1 -0
- package/nodes/core/NodeUtils.js +43 -39
- package/nodes/core/NodeVar.cjs.js +1 -0
- package/nodes/core/NodeVar.js +4 -2
- package/nodes/core/NodeVary.cjs.js +1 -0
- package/nodes/core/NodeVary.js +4 -2
- package/nodes/core/PropertyNode.cjs.js +1 -0
- package/nodes/core/PropertyNode.js +10 -4
- package/nodes/core/TempNode.cjs.js +1 -0
- package/nodes/core/TempNode.js +11 -5
- package/nodes/core/UniformNode.cjs.js +1 -0
- package/nodes/core/UniformNode.js +10 -4
- package/nodes/core/VarNode.cjs.js +1 -0
- package/nodes/core/VarNode.js +11 -3
- package/nodes/core/VaryNode.cjs.js +1 -0
- package/nodes/core/VaryNode.js +15 -6
- package/nodes/core/constants.cjs.js +1 -0
- package/nodes/core/constants.js +7 -20
- package/nodes/display/ColorSpaceNode.cjs.js +1 -0
- package/nodes/display/ColorSpaceNode.js +38 -34
- package/nodes/display/NormalMapNode.cjs.js +1 -0
- package/nodes/display/NormalMapNode.js +53 -35
- package/nodes/fog/FogNode.cjs.js +1 -0
- package/nodes/fog/FogNode.js +9 -5
- package/nodes/fog/FogRangeNode.cjs.js +1 -0
- package/nodes/fog/FogRangeNode.js +9 -5
- package/nodes/functions/BSDFs.cjs.js +1 -0
- package/nodes/functions/BSDFs.js +118 -61
- package/nodes/functions/PhysicalMaterialFunctions.cjs.js +1 -0
- package/nodes/functions/PhysicalMaterialFunctions.js +57 -0
- package/nodes/lights/LightContextNode.cjs.js +1 -0
- package/nodes/lights/LightContextNode.js +23 -14
- package/nodes/lights/LightNode.cjs.js +1 -0
- package/nodes/lights/LightNode.js +31 -27
- package/nodes/lights/LightsNode.cjs.js +1 -0
- package/nodes/lights/LightsNode.js +28 -9
- package/nodes/loaders/NodeLoader.cjs.js +1 -0
- package/nodes/loaders/NodeLoader.js +42 -27
- package/nodes/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/nodes/loaders/NodeMaterialLoader.js +10 -4
- package/nodes/loaders/NodeObjectLoader.cjs.js +1 -0
- package/nodes/loaders/NodeObjectLoader.js +19 -9
- package/nodes/materials/LineBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/LineBasicNodeMaterial.js +10 -5
- package/nodes/materials/Materials.cjs.js +1 -0
- package/nodes/materials/Materials.js +17 -14
- package/nodes/materials/MeshBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshBasicNodeMaterial.js +10 -5
- package/nodes/materials/MeshStandardNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshStandardNodeMaterial.js +8 -5
- package/nodes/materials/NodeMaterial.cjs.js +1 -0
- package/nodes/materials/NodeMaterial.js +36 -20
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package/shaders/FXAAShader.js
CHANGED
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import { Vector2 } from 'three';
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/**
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* NVIDIA FXAA by Timothy Lottes
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* http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
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* - WebGL port by @supereggbert
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* http://www.glge.org/demos/fxaa/
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*/
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const FXAAShader = {
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uniforms: {
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tDiffuse: {
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tDiffuse: {
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value: null
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},
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resolution: {
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value: new Vector2(1 / 1024, 1 / 512)
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}
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},
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vertexShader: [
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"void main() {",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"precision highp float;",
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"uniform sampler2D tDiffuse;",
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"",
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"varying vec2 vUv;",
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"",
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"// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)",
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"",
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"//----------------------------------------------------------------------------------",
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"// File: es3-keplerFXAAassetsshaders/FXAA_DefaultES.frag",
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"// SDK Version: v3.00",
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"// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.",
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"// Redistribution and use in source and binary forms, with or without",
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"// modification, are permitted provided that the following conditions",
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"// are met:",
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"// * Redistributions of source code must retain the above copyright",
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"// notice, this list of conditions and the following disclaimer.",
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"// * Redistributions in binary form must reproduce the above copyright",
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"// notice, this list of conditions and the following disclaimer in the",
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"// documentation and/or other materials provided with the distribution.",
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"// * Neither the name of NVIDIA CORPORATION nor the names of its",
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"// contributors may be used to endorse or promote products derived",
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"// from this software without specific prior written permission.",
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"//",
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"// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY",
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"// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE",
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"// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR",
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"// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR",
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"// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,",
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"// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,",
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"// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR",
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"// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY",
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"// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT",
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"// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE",
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"// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.",
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"//",
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"//----------------------------------------------------------------------------------",
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"",
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"#define FXAA_PC 1",
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"#define FXAA_GLSL_100 1",
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"#define FXAA_QUALITY_PRESET 12",
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"",
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"#define FXAA_GREEN_AS_LUMA 1",
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"",
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"/*--------------------------------------------------------------------------*/",
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68
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"#ifndef FXAA_PC_CONSOLE",
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" //",
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" // The console algorithm for PC is included",
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71
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" // for developers targeting really low spec machines.",
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72
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" // Likely better to just run FXAA_PC, and use a really low preset.",
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" //",
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" #define FXAA_PC_CONSOLE 0",
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"#endif",
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"/*--------------------------------------------------------------------------*/",
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"#ifndef FXAA_GLSL_120",
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" #define FXAA_GLSL_120 0",
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"#endif",
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"/*--------------------------------------------------------------------------*/",
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"#ifndef FXAA_GLSL_130",
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" #define FXAA_GLSL_130 0",
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"#endif",
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84
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"/*--------------------------------------------------------------------------*/",
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"#ifndef FXAA_HLSL_3",
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" #define FXAA_HLSL_3 0",
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"#endif",
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88
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"/*--------------------------------------------------------------------------*/",
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"#ifndef FXAA_HLSL_4",
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90
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" #define FXAA_HLSL_4 0",
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"#endif",
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"/*--------------------------------------------------------------------------*/",
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"#ifndef FXAA_HLSL_5",
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" #define FXAA_HLSL_5 0",
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"#endif",
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"/*==========================================================================*/",
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"#ifndef FXAA_GREEN_AS_LUMA",
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" //",
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" // For those using non-linear color,",
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" // and either not able to get luma in alpha, or not wanting to,",
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" // this enables FXAA to run using green as a proxy for luma.",
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" // So with this enabled, no need to pack luma in alpha.",
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" //",
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" // This will turn off AA on anything which lacks some amount of green.",
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" // Pure red and blue or combination of only R and B, will get no AA.",
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" //",
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" // Might want to lower the settings for both,",
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" // fxaaConsoleEdgeThresholdMin",
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" // fxaaQualityEdgeThresholdMin",
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" // In order to insure AA does not get turned off on colors",
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" // which contain a minor amount of green.",
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" //",
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" // 1 = On.",
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" // 0 = Off.",
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" //",
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" #define FXAA_GREEN_AS_LUMA 0",
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"#endif",
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"/*--------------------------------------------------------------------------*/",
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119
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"#ifndef FXAA_EARLY_EXIT",
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" //",
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" // Controls algorithm's early exit path.",
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" // On PS3 turning this ON adds 2 cycles to the shader.",
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" // On 360 turning this OFF adds 10ths of a millisecond to the shader.",
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" // Turning this off on console will result in a more blurry image.",
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" // So this defaults to on.",
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" //",
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" // 1 = On.",
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" // 0 = Off.",
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" //",
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" #define FXAA_EARLY_EXIT 1",
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"#endif",
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"/*--------------------------------------------------------------------------*/",
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"#ifndef FXAA_DISCARD",
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" //",
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135
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" // Only valid for PC OpenGL currently.",
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" // Probably will not work when FXAA_GREEN_AS_LUMA = 1.",
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" //",
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138
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" // 1 = Use discard on pixels which don't need AA.",
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" // For APIs which enable concurrent TEX+ROP from same surface.",
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" // 0 = Return unchanged color on pixels which don't need AA.",
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" //",
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" #define FXAA_DISCARD 0",
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"#endif",
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"/*--------------------------------------------------------------------------*/",
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"#ifndef FXAA_FAST_PIXEL_OFFSET",
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" //",
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" // Used for GLSL 120 only.",
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" //",
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" // 1 = GL API supports fast pixel offsets",
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" // 0 = do not use fast pixel offsets",
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" //",
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" #ifdef GL_EXT_gpu_shader4",
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" #define FXAA_FAST_PIXEL_OFFSET 1",
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" #endif",
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" #ifdef GL_NV_gpu_shader5",
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" #define FXAA_FAST_PIXEL_OFFSET 1",
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" #endif",
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" #ifdef GL_ARB_gpu_shader5",
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" #define FXAA_FAST_PIXEL_OFFSET 1",
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" #endif",
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" #ifndef FXAA_FAST_PIXEL_OFFSET",
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" #define FXAA_FAST_PIXEL_OFFSET 0",
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" #endif",
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"#endif",
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165
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"/*--------------------------------------------------------------------------*/",
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166
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"#ifndef FXAA_GATHER4_ALPHA",
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167
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" //",
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168
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" // 1 = API supports gather4 on alpha channel.",
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" // 0 = API does not support gather4 on alpha channel.",
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" //",
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" #if (FXAA_HLSL_5 == 1)",
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" #define FXAA_GATHER4_ALPHA 1",
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" #endif",
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" #ifdef GL_ARB_gpu_shader5",
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" #define FXAA_GATHER4_ALPHA 1",
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" #endif",
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" #ifdef GL_NV_gpu_shader5",
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" #define FXAA_GATHER4_ALPHA 1",
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" #endif",
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" #ifndef FXAA_GATHER4_ALPHA",
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" #define FXAA_GATHER4_ALPHA 0",
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" #endif",
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"#endif",
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"",
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185
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"",
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186
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"/*============================================================================",
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187
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" FXAA QUALITY - TUNING KNOBS",
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"------------------------------------------------------------------------------",
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189
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"NOTE the other tuning knobs are now in the shader function inputs!",
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190
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"============================================================================*/",
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191
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"#ifndef FXAA_QUALITY_PRESET",
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" //",
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" // Choose the quality preset.",
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" // This needs to be compiled into the shader as it effects code.",
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" // Best option to include multiple presets is to",
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" // in each shader define the preset, then include this file.",
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" //",
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" // OPTIONS",
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" // -----------------------------------------------------------------------",
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" // 10 to 15 - default medium dither (10=fastest, 15=highest quality)",
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" // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)",
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" // 39 - no dither, very expensive",
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" //",
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204
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" // NOTES",
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205
|
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" // -----------------------------------------------------------------------",
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206
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" // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)",
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|
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" // 13 = about same speed as FXAA 3.9 and better than 12",
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" // 23 = closest to FXAA 3.9 visually and performance wise",
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" // _ = the lowest digit is directly related to performance",
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" // _ = the highest digit is directly related to style",
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" //",
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212
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" #define FXAA_QUALITY_PRESET 12",
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"#endif",
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"",
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"",
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|
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"/*============================================================================",
|
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"",
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" FXAA QUALITY - PRESETS",
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"",
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220
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"============================================================================*/",
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"",
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|
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"/*============================================================================",
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" FXAA QUALITY - MEDIUM DITHER PRESETS",
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|
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"============================================================================*/",
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"#if (FXAA_QUALITY_PRESET == 10)",
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" #define FXAA_QUALITY_PS 3",
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" #define FXAA_QUALITY_P0 1.5",
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" #define FXAA_QUALITY_P1 3.0",
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" #define FXAA_QUALITY_P2 12.0",
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"#endif",
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231
|
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"/*--------------------------------------------------------------------------*/",
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|
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"#if (FXAA_QUALITY_PRESET == 11)",
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|
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" #define FXAA_QUALITY_PS 4",
|
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|
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" #define FXAA_QUALITY_P0 1.0",
|
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|
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" #define FXAA_QUALITY_P1 1.5",
|
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|
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" #define FXAA_QUALITY_P2 3.0",
|
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|
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" #define FXAA_QUALITY_P3 12.0",
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|
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"#endif",
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"/*--------------------------------------------------------------------------*/",
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"#if (FXAA_QUALITY_PRESET == 12)",
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" #define FXAA_QUALITY_PS 5",
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|
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" #define FXAA_QUALITY_P0 1.0",
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" #define FXAA_QUALITY_P1 1.5",
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" #define FXAA_QUALITY_P2 2.0",
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" #define FXAA_QUALITY_P3 4.0",
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" #define FXAA_QUALITY_P4 12.0",
|
247
|
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"#endif",
|
248
|
-
"/*--------------------------------------------------------------------------*/",
|
249
|
-
"#if (FXAA_QUALITY_PRESET == 13)",
|
250
|
-
" #define FXAA_QUALITY_PS 6",
|
251
|
-
" #define FXAA_QUALITY_P0 1.0",
|
252
|
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" #define FXAA_QUALITY_P1 1.5",
|
253
|
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" #define FXAA_QUALITY_P2 2.0",
|
254
|
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" #define FXAA_QUALITY_P3 2.0",
|
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|
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" #define FXAA_QUALITY_P4 4.0",
|
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|
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" #define FXAA_QUALITY_P5 12.0",
|
257
|
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"#endif",
|
258
|
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"/*--------------------------------------------------------------------------*/",
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259
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"#if (FXAA_QUALITY_PRESET == 14)",
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260
|
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" #define FXAA_QUALITY_PS 7",
|
261
|
-
" #define FXAA_QUALITY_P0 1.0",
|
262
|
-
" #define FXAA_QUALITY_P1 1.5",
|
263
|
-
" #define FXAA_QUALITY_P2 2.0",
|
264
|
-
" #define FXAA_QUALITY_P3 2.0",
|
265
|
-
" #define FXAA_QUALITY_P4 2.0",
|
266
|
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" #define FXAA_QUALITY_P5 4.0",
|
267
|
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" #define FXAA_QUALITY_P6 12.0",
|
268
|
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"#endif",
|
269
|
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"/*--------------------------------------------------------------------------*/",
|
270
|
-
"#if (FXAA_QUALITY_PRESET == 15)",
|
271
|
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" #define FXAA_QUALITY_PS 8",
|
272
|
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" #define FXAA_QUALITY_P0 1.0",
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|
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" #define FXAA_QUALITY_P1 1.5",
|
274
|
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" #define FXAA_QUALITY_P2 2.0",
|
275
|
-
" #define FXAA_QUALITY_P3 2.0",
|
276
|
-
" #define FXAA_QUALITY_P4 2.0",
|
277
|
-
" #define FXAA_QUALITY_P5 2.0",
|
278
|
-
" #define FXAA_QUALITY_P6 4.0",
|
279
|
-
" #define FXAA_QUALITY_P7 12.0",
|
280
|
-
"#endif",
|
281
|
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"",
|
282
|
-
"/*============================================================================",
|
283
|
-
" FXAA QUALITY - LOW DITHER PRESETS",
|
284
|
-
"============================================================================*/",
|
285
|
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"#if (FXAA_QUALITY_PRESET == 20)",
|
286
|
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" #define FXAA_QUALITY_PS 3",
|
287
|
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" #define FXAA_QUALITY_P0 1.5",
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|
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" #define FXAA_QUALITY_P1 2.0",
|
289
|
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" #define FXAA_QUALITY_P2 8.0",
|
290
|
-
"#endif",
|
291
|
-
"/*--------------------------------------------------------------------------*/",
|
292
|
-
"#if (FXAA_QUALITY_PRESET == 21)",
|
293
|
-
" #define FXAA_QUALITY_PS 4",
|
294
|
-
" #define FXAA_QUALITY_P0 1.0",
|
295
|
-
" #define FXAA_QUALITY_P1 1.5",
|
296
|
-
" #define FXAA_QUALITY_P2 2.0",
|
297
|
-
" #define FXAA_QUALITY_P3 8.0",
|
298
|
-
"#endif",
|
299
|
-
"/*--------------------------------------------------------------------------*/",
|
300
|
-
"#if (FXAA_QUALITY_PRESET == 22)",
|
301
|
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" #define FXAA_QUALITY_PS 5",
|
302
|
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" #define FXAA_QUALITY_P0 1.0",
|
303
|
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" #define FXAA_QUALITY_P1 1.5",
|
304
|
-
" #define FXAA_QUALITY_P2 2.0",
|
305
|
-
" #define FXAA_QUALITY_P3 2.0",
|
306
|
-
" #define FXAA_QUALITY_P4 8.0",
|
307
|
-
"#endif",
|
308
|
-
"/*--------------------------------------------------------------------------*/",
|
309
|
-
"#if (FXAA_QUALITY_PRESET == 23)",
|
310
|
-
" #define FXAA_QUALITY_PS 6",
|
311
|
-
" #define FXAA_QUALITY_P0 1.0",
|
312
|
-
" #define FXAA_QUALITY_P1 1.5",
|
313
|
-
" #define FXAA_QUALITY_P2 2.0",
|
314
|
-
" #define FXAA_QUALITY_P3 2.0",
|
315
|
-
" #define FXAA_QUALITY_P4 2.0",
|
316
|
-
" #define FXAA_QUALITY_P5 8.0",
|
317
|
-
"#endif",
|
318
|
-
"/*--------------------------------------------------------------------------*/",
|
319
|
-
"#if (FXAA_QUALITY_PRESET == 24)",
|
320
|
-
" #define FXAA_QUALITY_PS 7",
|
321
|
-
" #define FXAA_QUALITY_P0 1.0",
|
322
|
-
" #define FXAA_QUALITY_P1 1.5",
|
323
|
-
" #define FXAA_QUALITY_P2 2.0",
|
324
|
-
" #define FXAA_QUALITY_P3 2.0",
|
325
|
-
" #define FXAA_QUALITY_P4 2.0",
|
326
|
-
" #define FXAA_QUALITY_P5 3.0",
|
327
|
-
" #define FXAA_QUALITY_P6 8.0",
|
328
|
-
"#endif",
|
329
|
-
"/*--------------------------------------------------------------------------*/",
|
330
|
-
"#if (FXAA_QUALITY_PRESET == 25)",
|
331
|
-
" #define FXAA_QUALITY_PS 8",
|
332
|
-
" #define FXAA_QUALITY_P0 1.0",
|
333
|
-
" #define FXAA_QUALITY_P1 1.5",
|
334
|
-
" #define FXAA_QUALITY_P2 2.0",
|
335
|
-
" #define FXAA_QUALITY_P3 2.0",
|
336
|
-
" #define FXAA_QUALITY_P4 2.0",
|
337
|
-
" #define FXAA_QUALITY_P5 2.0",
|
338
|
-
" #define FXAA_QUALITY_P6 4.0",
|
339
|
-
" #define FXAA_QUALITY_P7 8.0",
|
340
|
-
"#endif",
|
341
|
-
"/*--------------------------------------------------------------------------*/",
|
342
|
-
"#if (FXAA_QUALITY_PRESET == 26)",
|
343
|
-
" #define FXAA_QUALITY_PS 9",
|
344
|
-
" #define FXAA_QUALITY_P0 1.0",
|
345
|
-
" #define FXAA_QUALITY_P1 1.5",
|
346
|
-
" #define FXAA_QUALITY_P2 2.0",
|
347
|
-
" #define FXAA_QUALITY_P3 2.0",
|
348
|
-
" #define FXAA_QUALITY_P4 2.0",
|
349
|
-
" #define FXAA_QUALITY_P5 2.0",
|
350
|
-
" #define FXAA_QUALITY_P6 2.0",
|
351
|
-
" #define FXAA_QUALITY_P7 4.0",
|
352
|
-
" #define FXAA_QUALITY_P8 8.0",
|
353
|
-
"#endif",
|
354
|
-
"/*--------------------------------------------------------------------------*/",
|
355
|
-
"#if (FXAA_QUALITY_PRESET == 27)",
|
356
|
-
" #define FXAA_QUALITY_PS 10",
|
357
|
-
" #define FXAA_QUALITY_P0 1.0",
|
358
|
-
" #define FXAA_QUALITY_P1 1.5",
|
359
|
-
" #define FXAA_QUALITY_P2 2.0",
|
360
|
-
" #define FXAA_QUALITY_P3 2.0",
|
361
|
-
" #define FXAA_QUALITY_P4 2.0",
|
362
|
-
" #define FXAA_QUALITY_P5 2.0",
|
363
|
-
" #define FXAA_QUALITY_P6 2.0",
|
364
|
-
" #define FXAA_QUALITY_P7 2.0",
|
365
|
-
" #define FXAA_QUALITY_P8 4.0",
|
366
|
-
" #define FXAA_QUALITY_P9 8.0",
|
367
|
-
"#endif",
|
368
|
-
"/*--------------------------------------------------------------------------*/",
|
369
|
-
"#if (FXAA_QUALITY_PRESET == 28)",
|
370
|
-
" #define FXAA_QUALITY_PS 11",
|
371
|
-
" #define FXAA_QUALITY_P0 1.0",
|
372
|
-
" #define FXAA_QUALITY_P1 1.5",
|
373
|
-
" #define FXAA_QUALITY_P2 2.0",
|
374
|
-
" #define FXAA_QUALITY_P3 2.0",
|
375
|
-
" #define FXAA_QUALITY_P4 2.0",
|
376
|
-
" #define FXAA_QUALITY_P5 2.0",
|
377
|
-
" #define FXAA_QUALITY_P6 2.0",
|
378
|
-
" #define FXAA_QUALITY_P7 2.0",
|
379
|
-
" #define FXAA_QUALITY_P8 2.0",
|
380
|
-
" #define FXAA_QUALITY_P9 4.0",
|
381
|
-
" #define FXAA_QUALITY_P10 8.0",
|
382
|
-
"#endif",
|
383
|
-
"/*--------------------------------------------------------------------------*/",
|
384
|
-
"#if (FXAA_QUALITY_PRESET == 29)",
|
385
|
-
" #define FXAA_QUALITY_PS 12",
|
386
|
-
" #define FXAA_QUALITY_P0 1.0",
|
387
|
-
" #define FXAA_QUALITY_P1 1.5",
|
388
|
-
" #define FXAA_QUALITY_P2 2.0",
|
389
|
-
" #define FXAA_QUALITY_P3 2.0",
|
390
|
-
" #define FXAA_QUALITY_P4 2.0",
|
391
|
-
" #define FXAA_QUALITY_P5 2.0",
|
392
|
-
" #define FXAA_QUALITY_P6 2.0",
|
393
|
-
" #define FXAA_QUALITY_P7 2.0",
|
394
|
-
" #define FXAA_QUALITY_P8 2.0",
|
395
|
-
" #define FXAA_QUALITY_P9 2.0",
|
396
|
-
" #define FXAA_QUALITY_P10 4.0",
|
397
|
-
" #define FXAA_QUALITY_P11 8.0",
|
398
|
-
"#endif",
|
399
|
-
"",
|
400
|
-
"/*============================================================================",
|
401
|
-
" FXAA QUALITY - EXTREME QUALITY",
|
402
|
-
"============================================================================*/",
|
403
|
-
"#if (FXAA_QUALITY_PRESET == 39)",
|
404
|
-
" #define FXAA_QUALITY_PS 12",
|
405
|
-
" #define FXAA_QUALITY_P0 1.0",
|
406
|
-
" #define FXAA_QUALITY_P1 1.0",
|
407
|
-
" #define FXAA_QUALITY_P2 1.0",
|
408
|
-
" #define FXAA_QUALITY_P3 1.0",
|
409
|
-
" #define FXAA_QUALITY_P4 1.0",
|
410
|
-
" #define FXAA_QUALITY_P5 1.5",
|
411
|
-
" #define FXAA_QUALITY_P6 2.0",
|
412
|
-
" #define FXAA_QUALITY_P7 2.0",
|
413
|
-
" #define FXAA_QUALITY_P8 2.0",
|
414
|
-
" #define FXAA_QUALITY_P9 2.0",
|
415
|
-
" #define FXAA_QUALITY_P10 4.0",
|
416
|
-
" #define FXAA_QUALITY_P11 8.0",
|
417
|
-
"#endif",
|
418
|
-
"",
|
419
|
-
"",
|
420
|
-
"",
|
421
|
-
"/*============================================================================",
|
422
|
-
"",
|
423
|
-
" API PORTING",
|
424
|
-
"",
|
425
|
-
"============================================================================*/",
|
426
|
-
"#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)",
|
427
|
-
" #define FxaaBool bool",
|
428
|
-
" #define FxaaDiscard discard",
|
429
|
-
" #define FxaaFloat float",
|
430
|
-
" #define FxaaFloat2 vec2",
|
431
|
-
" #define FxaaFloat3 vec3",
|
432
|
-
" #define FxaaFloat4 vec4",
|
433
|
-
" #define FxaaHalf float",
|
434
|
-
" #define FxaaHalf2 vec2",
|
435
|
-
" #define FxaaHalf3 vec3",
|
436
|
-
" #define FxaaHalf4 vec4",
|
437
|
-
" #define FxaaInt2 ivec2",
|
438
|
-
" #define FxaaSat(x) clamp(x, 0.0, 1.0)",
|
439
|
-
" #define FxaaTex sampler2D",
|
440
|
-
"#else",
|
441
|
-
" #define FxaaBool bool",
|
442
|
-
" #define FxaaDiscard clip(-1)",
|
443
|
-
" #define FxaaFloat float",
|
444
|
-
" #define FxaaFloat2 float2",
|
445
|
-
" #define FxaaFloat3 float3",
|
446
|
-
" #define FxaaFloat4 float4",
|
447
|
-
" #define FxaaHalf half",
|
448
|
-
" #define FxaaHalf2 half2",
|
449
|
-
" #define FxaaHalf3 half3",
|
450
|
-
" #define FxaaHalf4 half4",
|
451
|
-
" #define FxaaSat(x) saturate(x)",
|
452
|
-
"#endif",
|
453
|
-
"/*--------------------------------------------------------------------------*/",
|
454
|
-
"#if (FXAA_GLSL_100 == 1)",
|
455
|
-
" #define FxaaTexTop(t, p) texture2D(t, p, 0.0)",
|
456
|
-
" #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)",
|
457
|
-
"#endif",
|
458
|
-
"/*--------------------------------------------------------------------------*/",
|
459
|
-
"#if (FXAA_GLSL_120 == 1)",
|
460
|
-
" // Requires,",
|
461
|
-
" // #version 120",
|
462
|
-
" // And at least,",
|
463
|
-
" // #extension GL_EXT_gpu_shader4 : enable",
|
464
|
-
" // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)",
|
465
|
-
" #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)",
|
466
|
-
" #if (FXAA_FAST_PIXEL_OFFSET == 1)",
|
467
|
-
" #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)",
|
468
|
-
" #else",
|
469
|
-
" #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)",
|
470
|
-
" #endif",
|
471
|
-
" #if (FXAA_GATHER4_ALPHA == 1)",
|
472
|
-
" // use #extension GL_ARB_gpu_shader5 : enable",
|
473
|
-
" #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
|
474
|
-
" #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
|
475
|
-
" #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
|
476
|
-
" #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
|
477
|
-
" #endif",
|
478
|
-
"#endif",
|
479
|
-
"/*--------------------------------------------------------------------------*/",
|
480
|
-
"#if (FXAA_GLSL_130 == 1)",
|
481
|
-
' // Requires "#version 130" or better',
|
482
|
-
" #define FxaaTexTop(t, p) textureLod(t, p, 0.0)",
|
483
|
-
" #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)",
|
484
|
-
" #if (FXAA_GATHER4_ALPHA == 1)",
|
485
|
-
" // use #extension GL_ARB_gpu_shader5 : enable",
|
486
|
-
" #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
|
487
|
-
" #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
|
488
|
-
" #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
|
489
|
-
" #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
|
490
|
-
" #endif",
|
491
|
-
"#endif",
|
492
|
-
"/*--------------------------------------------------------------------------*/",
|
493
|
-
"#if (FXAA_HLSL_3 == 1)",
|
494
|
-
" #define FxaaInt2 float2",
|
495
|
-
" #define FxaaTex sampler2D",
|
496
|
-
" #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))",
|
497
|
-
" #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))",
|
498
|
-
"#endif",
|
499
|
-
"/*--------------------------------------------------------------------------*/",
|
500
|
-
"#if (FXAA_HLSL_4 == 1)",
|
501
|
-
" #define FxaaInt2 int2",
|
502
|
-
" struct FxaaTex { SamplerState smpl; Texture2D tex; };",
|
503
|
-
" #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
|
504
|
-
" #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
|
505
|
-
"#endif",
|
506
|
-
"/*--------------------------------------------------------------------------*/",
|
507
|
-
"#if (FXAA_HLSL_5 == 1)",
|
508
|
-
" #define FxaaInt2 int2",
|
509
|
-
" struct FxaaTex { SamplerState smpl; Texture2D tex; };",
|
510
|
-
" #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
|
511
|
-
" #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
|
512
|
-
" #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)",
|
513
|
-
" #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)",
|
514
|
-
" #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)",
|
515
|
-
" #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)",
|
516
|
-
"#endif",
|
517
|
-
"",
|
518
|
-
"",
|
519
|
-
"/*============================================================================",
|
520
|
-
" GREEN AS LUMA OPTION SUPPORT FUNCTION",
|
521
|
-
"============================================================================*/",
|
522
|
-
"#if (FXAA_GREEN_AS_LUMA == 0)",
|
523
|
-
" FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }",
|
524
|
-
"#else",
|
525
|
-
" FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }",
|
526
|
-
"#endif",
|
527
|
-
"",
|
528
|
-
"",
|
529
|
-
"",
|
530
|
-
"",
|
531
|
-
"/*============================================================================",
|
532
|
-
"",
|
533
|
-
" FXAA3 QUALITY - PC",
|
534
|
-
"",
|
535
|
-
"============================================================================*/",
|
536
|
-
"#if (FXAA_PC == 1)",
|
537
|
-
"/*--------------------------------------------------------------------------*/",
|
538
|
-
"FxaaFloat4 FxaaPixelShader(",
|
539
|
-
" //",
|
540
|
-
" // Use noperspective interpolation here (turn off perspective interpolation).",
|
541
|
-
" // {xy} = center of pixel",
|
542
|
-
" FxaaFloat2 pos,",
|
543
|
-
" //",
|
544
|
-
" // Used only for FXAA Console, and not used on the 360 version.",
|
545
|
-
" // Use noperspective interpolation here (turn off perspective interpolation).",
|
546
|
-
" // {xy_} = upper left of pixel",
|
547
|
-
" // {_zw} = lower right of pixel",
|
548
|
-
" FxaaFloat4 fxaaConsolePosPos,",
|
549
|
-
" //",
|
550
|
-
" // Input color texture.",
|
551
|
-
" // {rgb_} = color in linear or perceptual color space",
|
552
|
-
" // if (FXAA_GREEN_AS_LUMA == 0)",
|
553
|
-
" // {__a} = luma in perceptual color space (not linear)",
|
554
|
-
" FxaaTex tex,",
|
555
|
-
" //",
|
556
|
-
" // Only used on the optimized 360 version of FXAA Console.",
|
557
|
-
' // For everything but 360, just use the same input here as for "tex".',
|
558
|
-
" // For 360, same texture, just alias with a 2nd sampler.",
|
559
|
-
" // This sampler needs to have an exponent bias of -1.",
|
560
|
-
" FxaaTex fxaaConsole360TexExpBiasNegOne,",
|
561
|
-
" //",
|
562
|
-
" // Only used on the optimized 360 version of FXAA Console.",
|
563
|
-
' // For everything but 360, just use the same input here as for "tex".',
|
564
|
-
" // For 360, same texture, just alias with a 3nd sampler.",
|
565
|
-
" // This sampler needs to have an exponent bias of -2.",
|
566
|
-
" FxaaTex fxaaConsole360TexExpBiasNegTwo,",
|
567
|
-
" //",
|
568
|
-
" // Only used on FXAA Quality.",
|
569
|
-
" // This must be from a constant/uniform.",
|
570
|
-
" // {x_} = 1.0/screenWidthInPixels",
|
571
|
-
" // {_y} = 1.0/screenHeightInPixels",
|
572
|
-
" FxaaFloat2 fxaaQualityRcpFrame,",
|
573
|
-
" //",
|
574
|
-
" // Only used on FXAA Console.",
|
575
|
-
" // This must be from a constant/uniform.",
|
576
|
-
" // This effects sub-pixel AA quality and inversely sharpness.",
|
577
|
-
" // Where N ranges between,",
|
578
|
-
" // N = 0.50 (default)",
|
579
|
-
" // N = 0.33 (sharper)",
|
580
|
-
" // {x__} = -N/screenWidthInPixels",
|
581
|
-
" // {_y_} = -N/screenHeightInPixels",
|
582
|
-
" // {_z_} = N/screenWidthInPixels",
|
583
|
-
" // {__w} = N/screenHeightInPixels",
|
584
|
-
" FxaaFloat4 fxaaConsoleRcpFrameOpt,",
|
585
|
-
" //",
|
586
|
-
" // Only used on FXAA Console.",
|
587
|
-
" // Not used on 360, but used on PS3 and PC.",
|
588
|
-
" // This must be from a constant/uniform.",
|
589
|
-
" // {x__} = -2.0/screenWidthInPixels",
|
590
|
-
" // {_y_} = -2.0/screenHeightInPixels",
|
591
|
-
" // {_z_} = 2.0/screenWidthInPixels",
|
592
|
-
" // {__w} = 2.0/screenHeightInPixels",
|
593
|
-
" FxaaFloat4 fxaaConsoleRcpFrameOpt2,",
|
594
|
-
" //",
|
595
|
-
" // Only used on FXAA Console.",
|
596
|
-
" // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.",
|
597
|
-
" // This must be from a constant/uniform.",
|
598
|
-
" // {x__} = 8.0/screenWidthInPixels",
|
599
|
-
" // {_y_} = 8.0/screenHeightInPixels",
|
600
|
-
" // {_z_} = -4.0/screenWidthInPixels",
|
601
|
-
" // {__w} = -4.0/screenHeightInPixels",
|
602
|
-
" FxaaFloat4 fxaaConsole360RcpFrameOpt2,",
|
603
|
-
" //",
|
604
|
-
" // Only used on FXAA Quality.",
|
605
|
-
" // This used to be the FXAA_QUALITY_SUBPIX define.",
|
606
|
-
" // It is here now to allow easier tuning.",
|
607
|
-
" // Choose the amount of sub-pixel aliasing removal.",
|
608
|
-
" // This can effect sharpness.",
|
609
|
-
" // 1.00 - upper limit (softer)",
|
610
|
-
" // 0.75 - default amount of filtering",
|
611
|
-
" // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)",
|
612
|
-
" // 0.25 - almost off",
|
613
|
-
" // 0.00 - completely off",
|
614
|
-
" FxaaFloat fxaaQualitySubpix,",
|
615
|
-
" //",
|
616
|
-
" // Only used on FXAA Quality.",
|
617
|
-
" // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.",
|
618
|
-
" // It is here now to allow easier tuning.",
|
619
|
-
" // The minimum amount of local contrast required to apply algorithm.",
|
620
|
-
" // 0.333 - too little (faster)",
|
621
|
-
" // 0.250 - low quality",
|
622
|
-
" // 0.166 - default",
|
623
|
-
" // 0.125 - high quality",
|
624
|
-
" // 0.063 - overkill (slower)",
|
625
|
-
" FxaaFloat fxaaQualityEdgeThreshold,",
|
626
|
-
" //",
|
627
|
-
" // Only used on FXAA Quality.",
|
628
|
-
" // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.",
|
629
|
-
" // It is here now to allow easier tuning.",
|
630
|
-
" // Trims the algorithm from processing darks.",
|
631
|
-
" // 0.0833 - upper limit (default, the start of visible unfiltered edges)",
|
632
|
-
" // 0.0625 - high quality (faster)",
|
633
|
-
" // 0.0312 - visible limit (slower)",
|
634
|
-
" // Special notes when using FXAA_GREEN_AS_LUMA,",
|
635
|
-
" // Likely want to set this to zero.",
|
636
|
-
" // As colors that are mostly not-green",
|
637
|
-
" // will appear very dark in the green channel!",
|
638
|
-
" // Tune by looking at mostly non-green content,",
|
639
|
-
" // then start at zero and increase until aliasing is a problem.",
|
640
|
-
" FxaaFloat fxaaQualityEdgeThresholdMin,",
|
641
|
-
" //",
|
642
|
-
" // Only used on FXAA Console.",
|
643
|
-
" // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.",
|
644
|
-
" // It is here now to allow easier tuning.",
|
645
|
-
" // This does not effect PS3, as this needs to be compiled in.",
|
646
|
-
" // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.",
|
647
|
-
" // Due to the PS3 being ALU bound,",
|
648
|
-
" // there are only three safe values here: 2 and 4 and 8.",
|
649
|
-
" // These options use the shaders ability to a free *|/ by 2|4|8.",
|
650
|
-
" // For all other platforms can be a non-power of two.",
|
651
|
-
" // 8.0 is sharper (default!!!)",
|
652
|
-
" // 4.0 is softer",
|
653
|
-
" // 2.0 is really soft (good only for vector graphics inputs)",
|
654
|
-
" FxaaFloat fxaaConsoleEdgeSharpness,",
|
655
|
-
" //",
|
656
|
-
" // Only used on FXAA Console.",
|
657
|
-
" // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.",
|
658
|
-
" // It is here now to allow easier tuning.",
|
659
|
-
" // This does not effect PS3, as this needs to be compiled in.",
|
660
|
-
" // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.",
|
661
|
-
" // Due to the PS3 being ALU bound,",
|
662
|
-
" // there are only two safe values here: 1/4 and 1/8.",
|
663
|
-
" // These options use the shaders ability to a free *|/ by 2|4|8.",
|
664
|
-
" // The console setting has a different mapping than the quality setting.",
|
665
|
-
" // Other platforms can use other values.",
|
666
|
-
" // 0.125 leaves less aliasing, but is softer (default!!!)",
|
667
|
-
" // 0.25 leaves more aliasing, and is sharper",
|
668
|
-
" FxaaFloat fxaaConsoleEdgeThreshold,",
|
669
|
-
" //",
|
670
|
-
" // Only used on FXAA Console.",
|
671
|
-
" // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.",
|
672
|
-
" // It is here now to allow easier tuning.",
|
673
|
-
" // Trims the algorithm from processing darks.",
|
674
|
-
" // The console setting has a different mapping than the quality setting.",
|
675
|
-
" // This only applies when FXAA_EARLY_EXIT is 1.",
|
676
|
-
" // This does not apply to PS3,",
|
677
|
-
" // PS3 was simplified to avoid more shader instructions.",
|
678
|
-
" // 0.06 - faster but more aliasing in darks",
|
679
|
-
" // 0.05 - default",
|
680
|
-
" // 0.04 - slower and less aliasing in darks",
|
681
|
-
" // Special notes when using FXAA_GREEN_AS_LUMA,",
|
682
|
-
" // Likely want to set this to zero.",
|
683
|
-
" // As colors that are mostly not-green",
|
684
|
-
" // will appear very dark in the green channel!",
|
685
|
-
" // Tune by looking at mostly non-green content,",
|
686
|
-
" // then start at zero and increase until aliasing is a problem.",
|
687
|
-
" FxaaFloat fxaaConsoleEdgeThresholdMin,",
|
688
|
-
" //",
|
689
|
-
" // Extra constants for 360 FXAA Console only.",
|
690
|
-
" // Use zeros or anything else for other platforms.",
|
691
|
-
" // These must be in physical constant registers and NOT immediates.",
|
692
|
-
" // Immediates will result in compiler un-optimizing.",
|
693
|
-
" // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)",
|
694
|
-
" FxaaFloat4 fxaaConsole360ConstDir",
|
695
|
-
") {",
|
696
|
-
"/*--------------------------------------------------------------------------*/",
|
697
|
-
" FxaaFloat2 posM;",
|
698
|
-
" posM.x = pos.x;",
|
699
|
-
" posM.y = pos.y;",
|
700
|
-
" #if (FXAA_GATHER4_ALPHA == 1)",
|
701
|
-
" #if (FXAA_DISCARD == 0)",
|
702
|
-
" FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
|
703
|
-
" #if (FXAA_GREEN_AS_LUMA == 0)",
|
704
|
-
" #define lumaM rgbyM.w",
|
705
|
-
" #else",
|
706
|
-
" #define lumaM rgbyM.y",
|
707
|
-
" #endif",
|
708
|
-
" #endif",
|
709
|
-
" #if (FXAA_GREEN_AS_LUMA == 0)",
|
710
|
-
" FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);",
|
711
|
-
" FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));",
|
712
|
-
" #else",
|
713
|
-
" FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);",
|
714
|
-
" FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));",
|
715
|
-
" #endif",
|
716
|
-
" #if (FXAA_DISCARD == 1)",
|
717
|
-
" #define lumaM luma4A.w",
|
718
|
-
" #endif",
|
719
|
-
" #define lumaE luma4A.z",
|
720
|
-
" #define lumaS luma4A.x",
|
721
|
-
" #define lumaSE luma4A.y",
|
722
|
-
" #define lumaNW luma4B.w",
|
723
|
-
" #define lumaN luma4B.z",
|
724
|
-
" #define lumaW luma4B.x",
|
725
|
-
" #else",
|
726
|
-
" FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
|
727
|
-
" #if (FXAA_GREEN_AS_LUMA == 0)",
|
728
|
-
" #define lumaM rgbyM.w",
|
729
|
-
" #else",
|
730
|
-
" #define lumaM rgbyM.y",
|
731
|
-
" #endif",
|
732
|
-
" #if (FXAA_GLSL_100 == 1)",
|
733
|
-
" FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));",
|
734
|
-
" FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));",
|
735
|
-
" FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));",
|
736
|
-
" FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));",
|
737
|
-
" #else",
|
738
|
-
" FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));",
|
739
|
-
" FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));",
|
740
|
-
" FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));",
|
741
|
-
" FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));",
|
742
|
-
" #endif",
|
743
|
-
" #endif",
|
744
|
-
"/*--------------------------------------------------------------------------*/",
|
745
|
-
" FxaaFloat maxSM = max(lumaS, lumaM);",
|
746
|
-
" FxaaFloat minSM = min(lumaS, lumaM);",
|
747
|
-
" FxaaFloat maxESM = max(lumaE, maxSM);",
|
748
|
-
" FxaaFloat minESM = min(lumaE, minSM);",
|
749
|
-
" FxaaFloat maxWN = max(lumaN, lumaW);",
|
750
|
-
" FxaaFloat minWN = min(lumaN, lumaW);",
|
751
|
-
" FxaaFloat rangeMax = max(maxWN, maxESM);",
|
752
|
-
" FxaaFloat rangeMin = min(minWN, minESM);",
|
753
|
-
" FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;",
|
754
|
-
" FxaaFloat range = rangeMax - rangeMin;",
|
755
|
-
" FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);",
|
756
|
-
" FxaaBool earlyExit = range < rangeMaxClamped;",
|
757
|
-
"/*--------------------------------------------------------------------------*/",
|
758
|
-
" if(earlyExit)",
|
759
|
-
" #if (FXAA_DISCARD == 1)",
|
760
|
-
" FxaaDiscard;",
|
761
|
-
" #else",
|
762
|
-
" return rgbyM;",
|
763
|
-
" #endif",
|
764
|
-
"/*--------------------------------------------------------------------------*/",
|
765
|
-
" #if (FXAA_GATHER4_ALPHA == 0)",
|
766
|
-
" #if (FXAA_GLSL_100 == 1)",
|
767
|
-
" FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));",
|
768
|
-
" FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));",
|
769
|
-
" FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));",
|
770
|
-
" FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));",
|
771
|
-
" #else",
|
772
|
-
" FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));",
|
773
|
-
" FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));",
|
774
|
-
" FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));",
|
775
|
-
" FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
|
776
|
-
" #endif",
|
777
|
-
" #else",
|
778
|
-
" FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));",
|
779
|
-
" FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
|
780
|
-
" #endif",
|
781
|
-
"/*--------------------------------------------------------------------------*/",
|
782
|
-
" FxaaFloat lumaNS = lumaN + lumaS;",
|
783
|
-
" FxaaFloat lumaWE = lumaW + lumaE;",
|
784
|
-
" FxaaFloat subpixRcpRange = 1.0/range;",
|
785
|
-
" FxaaFloat subpixNSWE = lumaNS + lumaWE;",
|
786
|
-
" FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;",
|
787
|
-
" FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;",
|
788
|
-
"/*--------------------------------------------------------------------------*/",
|
789
|
-
" FxaaFloat lumaNESE = lumaNE + lumaSE;",
|
790
|
-
" FxaaFloat lumaNWNE = lumaNW + lumaNE;",
|
791
|
-
" FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;",
|
792
|
-
" FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;",
|
793
|
-
"/*--------------------------------------------------------------------------*/",
|
794
|
-
" FxaaFloat lumaNWSW = lumaNW + lumaSW;",
|
795
|
-
" FxaaFloat lumaSWSE = lumaSW + lumaSE;",
|
796
|
-
" FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);",
|
797
|
-
" FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);",
|
798
|
-
" FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;",
|
799
|
-
" FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;",
|
800
|
-
" FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;",
|
801
|
-
" FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;",
|
802
|
-
"/*--------------------------------------------------------------------------*/",
|
803
|
-
" FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;",
|
804
|
-
" FxaaFloat lengthSign = fxaaQualityRcpFrame.x;",
|
805
|
-
" FxaaBool horzSpan = edgeHorz >= edgeVert;",
|
806
|
-
" FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;",
|
807
|
-
"/*--------------------------------------------------------------------------*/",
|
808
|
-
" if(!horzSpan) lumaN = lumaW;",
|
809
|
-
" if(!horzSpan) lumaS = lumaE;",
|
810
|
-
" if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;",
|
811
|
-
" FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;",
|
812
|
-
"/*--------------------------------------------------------------------------*/",
|
813
|
-
" FxaaFloat gradientN = lumaN - lumaM;",
|
814
|
-
" FxaaFloat gradientS = lumaS - lumaM;",
|
815
|
-
" FxaaFloat lumaNN = lumaN + lumaM;",
|
816
|
-
" FxaaFloat lumaSS = lumaS + lumaM;",
|
817
|
-
" FxaaBool pairN = abs(gradientN) >= abs(gradientS);",
|
818
|
-
" FxaaFloat gradient = max(abs(gradientN), abs(gradientS));",
|
819
|
-
" if(pairN) lengthSign = -lengthSign;",
|
820
|
-
" FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);",
|
821
|
-
"/*--------------------------------------------------------------------------*/",
|
822
|
-
" FxaaFloat2 posB;",
|
823
|
-
" posB.x = posM.x;",
|
824
|
-
" posB.y = posM.y;",
|
825
|
-
" FxaaFloat2 offNP;",
|
826
|
-
" offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;",
|
827
|
-
" offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;",
|
828
|
-
" if(!horzSpan) posB.x += lengthSign * 0.5;",
|
829
|
-
" if( horzSpan) posB.y += lengthSign * 0.5;",
|
830
|
-
"/*--------------------------------------------------------------------------*/",
|
831
|
-
" FxaaFloat2 posN;",
|
832
|
-
" posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;",
|
833
|
-
" posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;",
|
834
|
-
" FxaaFloat2 posP;",
|
835
|
-
" posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;",
|
836
|
-
" posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;",
|
837
|
-
" FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;",
|
838
|
-
" FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));",
|
839
|
-
" FxaaFloat subpixE = subpixC * subpixC;",
|
840
|
-
" FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));",
|
841
|
-
"/*--------------------------------------------------------------------------*/",
|
842
|
-
" if(!pairN) lumaNN = lumaSS;",
|
843
|
-
" FxaaFloat gradientScaled = gradient * 1.0/4.0;",
|
844
|
-
" FxaaFloat lumaMM = lumaM - lumaNN * 0.5;",
|
845
|
-
" FxaaFloat subpixF = subpixD * subpixE;",
|
846
|
-
" FxaaBool lumaMLTZero = lumaMM < 0.0;",
|
847
|
-
"/*--------------------------------------------------------------------------*/",
|
848
|
-
" lumaEndN -= lumaNN * 0.5;",
|
849
|
-
" lumaEndP -= lumaNN * 0.5;",
|
850
|
-
" FxaaBool doneN = abs(lumaEndN) >= gradientScaled;",
|
851
|
-
" FxaaBool doneP = abs(lumaEndP) >= gradientScaled;",
|
852
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;",
|
853
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;",
|
854
|
-
" FxaaBool doneNP = (!doneN) || (!doneP);",
|
855
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;",
|
856
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;",
|
857
|
-
"/*--------------------------------------------------------------------------*/",
|
858
|
-
" if(doneNP) {",
|
859
|
-
" if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
|
860
|
-
" if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
|
861
|
-
" if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
|
862
|
-
" if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
|
863
|
-
" doneN = abs(lumaEndN) >= gradientScaled;",
|
864
|
-
" doneP = abs(lumaEndP) >= gradientScaled;",
|
865
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;",
|
866
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;",
|
867
|
-
" doneNP = (!doneN) || (!doneP);",
|
868
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;",
|
869
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;",
|
870
|
-
"/*--------------------------------------------------------------------------*/",
|
871
|
-
" #if (FXAA_QUALITY_PS > 3)",
|
872
|
-
" if(doneNP) {",
|
873
|
-
" if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
|
874
|
-
" if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
|
875
|
-
" if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
|
876
|
-
" if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
|
877
|
-
" doneN = abs(lumaEndN) >= gradientScaled;",
|
878
|
-
" doneP = abs(lumaEndP) >= gradientScaled;",
|
879
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;",
|
880
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;",
|
881
|
-
" doneNP = (!doneN) || (!doneP);",
|
882
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;",
|
883
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;",
|
884
|
-
"/*--------------------------------------------------------------------------*/",
|
885
|
-
" #if (FXAA_QUALITY_PS > 4)",
|
886
|
-
" if(doneNP) {",
|
887
|
-
" if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
|
888
|
-
" if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
|
889
|
-
" if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
|
890
|
-
" if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
|
891
|
-
" doneN = abs(lumaEndN) >= gradientScaled;",
|
892
|
-
" doneP = abs(lumaEndP) >= gradientScaled;",
|
893
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;",
|
894
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;",
|
895
|
-
" doneNP = (!doneN) || (!doneP);",
|
896
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;",
|
897
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;",
|
898
|
-
"/*--------------------------------------------------------------------------*/",
|
899
|
-
" #if (FXAA_QUALITY_PS > 5)",
|
900
|
-
" if(doneNP) {",
|
901
|
-
" if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
|
902
|
-
" if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
|
903
|
-
" if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
|
904
|
-
" if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
|
905
|
-
" doneN = abs(lumaEndN) >= gradientScaled;",
|
906
|
-
" doneP = abs(lumaEndP) >= gradientScaled;",
|
907
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;",
|
908
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;",
|
909
|
-
" doneNP = (!doneN) || (!doneP);",
|
910
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;",
|
911
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;",
|
912
|
-
"/*--------------------------------------------------------------------------*/",
|
913
|
-
" #if (FXAA_QUALITY_PS > 6)",
|
914
|
-
" if(doneNP) {",
|
915
|
-
" if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
|
916
|
-
" if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
|
917
|
-
" if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
|
918
|
-
" if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
|
919
|
-
" doneN = abs(lumaEndN) >= gradientScaled;",
|
920
|
-
" doneP = abs(lumaEndP) >= gradientScaled;",
|
921
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;",
|
922
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;",
|
923
|
-
" doneNP = (!doneN) || (!doneP);",
|
924
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;",
|
925
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;",
|
926
|
-
"/*--------------------------------------------------------------------------*/",
|
927
|
-
" #if (FXAA_QUALITY_PS > 7)",
|
928
|
-
" if(doneNP) {",
|
929
|
-
" if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
|
930
|
-
" if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
|
931
|
-
" if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
|
932
|
-
" if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
|
933
|
-
" doneN = abs(lumaEndN) >= gradientScaled;",
|
934
|
-
" doneP = abs(lumaEndP) >= gradientScaled;",
|
935
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;",
|
936
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;",
|
937
|
-
" doneNP = (!doneN) || (!doneP);",
|
938
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;",
|
939
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;",
|
940
|
-
"/*--------------------------------------------------------------------------*/",
|
941
|
-
" #if (FXAA_QUALITY_PS > 8)",
|
942
|
-
" if(doneNP) {",
|
943
|
-
" if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
|
944
|
-
" if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
|
945
|
-
" if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
|
946
|
-
" if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
|
947
|
-
" doneN = abs(lumaEndN) >= gradientScaled;",
|
948
|
-
" doneP = abs(lumaEndP) >= gradientScaled;",
|
949
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;",
|
950
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;",
|
951
|
-
" doneNP = (!doneN) || (!doneP);",
|
952
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;",
|
953
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;",
|
954
|
-
"/*--------------------------------------------------------------------------*/",
|
955
|
-
" #if (FXAA_QUALITY_PS > 9)",
|
956
|
-
" if(doneNP) {",
|
957
|
-
" if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
|
958
|
-
" if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
|
959
|
-
" if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
|
960
|
-
" if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
|
961
|
-
" doneN = abs(lumaEndN) >= gradientScaled;",
|
962
|
-
" doneP = abs(lumaEndP) >= gradientScaled;",
|
963
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;",
|
964
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;",
|
965
|
-
" doneNP = (!doneN) || (!doneP);",
|
966
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;",
|
967
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;",
|
968
|
-
"/*--------------------------------------------------------------------------*/",
|
969
|
-
" #if (FXAA_QUALITY_PS > 10)",
|
970
|
-
" if(doneNP) {",
|
971
|
-
" if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
|
972
|
-
" if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
|
973
|
-
" if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
|
974
|
-
" if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
|
975
|
-
" doneN = abs(lumaEndN) >= gradientScaled;",
|
976
|
-
" doneP = abs(lumaEndP) >= gradientScaled;",
|
977
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;",
|
978
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;",
|
979
|
-
" doneNP = (!doneN) || (!doneP);",
|
980
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;",
|
981
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;",
|
982
|
-
"/*--------------------------------------------------------------------------*/",
|
983
|
-
" #if (FXAA_QUALITY_PS > 11)",
|
984
|
-
" if(doneNP) {",
|
985
|
-
" if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
|
986
|
-
" if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
|
987
|
-
" if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
|
988
|
-
" if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
|
989
|
-
" doneN = abs(lumaEndN) >= gradientScaled;",
|
990
|
-
" doneP = abs(lumaEndP) >= gradientScaled;",
|
991
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;",
|
992
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;",
|
993
|
-
" doneNP = (!doneN) || (!doneP);",
|
994
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;",
|
995
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;",
|
996
|
-
"/*--------------------------------------------------------------------------*/",
|
997
|
-
" #if (FXAA_QUALITY_PS > 12)",
|
998
|
-
" if(doneNP) {",
|
999
|
-
" if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
|
1000
|
-
" if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
|
1001
|
-
" if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
|
1002
|
-
" if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
|
1003
|
-
" doneN = abs(lumaEndN) >= gradientScaled;",
|
1004
|
-
" doneP = abs(lumaEndP) >= gradientScaled;",
|
1005
|
-
" if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;",
|
1006
|
-
" if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;",
|
1007
|
-
" doneNP = (!doneN) || (!doneP);",
|
1008
|
-
" if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;",
|
1009
|
-
" if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;",
|
1010
|
-
"/*--------------------------------------------------------------------------*/",
|
1011
|
-
" }",
|
1012
|
-
" #endif",
|
1013
|
-
"/*--------------------------------------------------------------------------*/",
|
1014
|
-
" }",
|
1015
|
-
" #endif",
|
1016
|
-
"/*--------------------------------------------------------------------------*/",
|
1017
|
-
" }",
|
1018
|
-
" #endif",
|
1019
|
-
"/*--------------------------------------------------------------------------*/",
|
1020
|
-
" }",
|
1021
|
-
" #endif",
|
1022
|
-
"/*--------------------------------------------------------------------------*/",
|
1023
|
-
" }",
|
1024
|
-
" #endif",
|
1025
|
-
"/*--------------------------------------------------------------------------*/",
|
1026
|
-
" }",
|
1027
|
-
" #endif",
|
1028
|
-
"/*--------------------------------------------------------------------------*/",
|
1029
|
-
" }",
|
1030
|
-
" #endif",
|
1031
|
-
"/*--------------------------------------------------------------------------*/",
|
1032
|
-
" }",
|
1033
|
-
" #endif",
|
1034
|
-
"/*--------------------------------------------------------------------------*/",
|
1035
|
-
" }",
|
1036
|
-
" #endif",
|
1037
|
-
"/*--------------------------------------------------------------------------*/",
|
1038
|
-
" }",
|
1039
|
-
" #endif",
|
1040
|
-
"/*--------------------------------------------------------------------------*/",
|
1041
|
-
" }",
|
1042
|
-
"/*--------------------------------------------------------------------------*/",
|
1043
|
-
" FxaaFloat dstN = posM.x - posN.x;",
|
1044
|
-
" FxaaFloat dstP = posP.x - posM.x;",
|
1045
|
-
" if(!horzSpan) dstN = posM.y - posN.y;",
|
1046
|
-
" if(!horzSpan) dstP = posP.y - posM.y;",
|
1047
|
-
"/*--------------------------------------------------------------------------*/",
|
1048
|
-
" FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;",
|
1049
|
-
" FxaaFloat spanLength = (dstP + dstN);",
|
1050
|
-
" FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;",
|
1051
|
-
" FxaaFloat spanLengthRcp = 1.0/spanLength;",
|
1052
|
-
"/*--------------------------------------------------------------------------*/",
|
1053
|
-
" FxaaBool directionN = dstN < dstP;",
|
1054
|
-
" FxaaFloat dst = min(dstN, dstP);",
|
1055
|
-
" FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;",
|
1056
|
-
" FxaaFloat subpixG = subpixF * subpixF;",
|
1057
|
-
" FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;",
|
1058
|
-
" FxaaFloat subpixH = subpixG * fxaaQualitySubpix;",
|
1059
|
-
"/*--------------------------------------------------------------------------*/",
|
1060
|
-
" FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;",
|
1061
|
-
" FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);",
|
1062
|
-
" if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;",
|
1063
|
-
" if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;",
|
1064
|
-
" #if (FXAA_DISCARD == 1)",
|
1065
|
-
" return FxaaTexTop(tex, posM);",
|
1066
|
-
" #else",
|
1067
|
-
" return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);",
|
1068
|
-
" #endif",
|
1069
|
-
"}",
|
1070
|
-
"/*==========================================================================*/",
|
1071
|
-
"#endif",
|
1072
|
-
"",
|
1073
|
-
"void main() {",
|
1074
|
-
" gl_FragColor = FxaaPixelShader(",
|
1075
|
-
" vUv,",
|
1076
|
-
" vec4(0.0),",
|
1077
|
-
" tDiffuse,",
|
1078
|
-
" tDiffuse,",
|
1079
|
-
" tDiffuse,",
|
1080
|
-
" resolution,",
|
1081
|
-
" vec4(0.0),",
|
1082
|
-
" vec4(0.0),",
|
1083
|
-
" vec4(0.0),",
|
1084
|
-
" 0.75,",
|
1085
|
-
" 0.166,",
|
1086
|
-
" 0.0833,",
|
1087
|
-
" 0.0,",
|
1088
|
-
" 0.0,",
|
1089
|
-
" 0.0,",
|
1090
|
-
" vec4(0.0)",
|
1091
|
-
" );",
|
1092
|
-
"",
|
1093
|
-
" // TODO avoid querying texture twice for same texel",
|
1094
|
-
" gl_FragColor.a = texture2D(tDiffuse, vUv).a;",
|
1095
|
-
"}"
|
1096
|
-
].join("\n")
|
19
|
+
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
|
20
|
+
fragmentShader: ['precision highp float;', '', 'uniform sampler2D tDiffuse;', '', 'uniform vec2 resolution;', '', 'varying vec2 vUv;', '', '// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)', '', '//----------------------------------------------------------------------------------', '// File: es3-keplerFXAAassetsshaders/FXAA_DefaultES.frag', '// SDK Version: v3.00', '// Email: gameworks@nvidia.com', '// Site: http://developer.nvidia.com/', '//', '// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.', '//', '// Redistribution and use in source and binary forms, with or without', '// modification, are permitted provided that the following conditions', '// are met:', '// * Redistributions of source code must retain the above copyright', '// notice, this list of conditions and the following disclaimer.', '// * Redistributions in binary form must reproduce the above copyright', '// notice, this list of conditions and the following disclaimer in the', '// documentation and/or other materials provided with the distribution.', '// * Neither the name of NVIDIA CORPORATION nor the names of its', '// contributors may be used to endorse or promote products derived', '// from this software without specific prior written permission.', '//', "// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY", '// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE', '// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR', '// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR', '// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,', '// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,', '// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR', '// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY', '// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT', '// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE', '// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.', '//', '//----------------------------------------------------------------------------------', '', '#define FXAA_PC 1', '#define FXAA_GLSL_100 1', '#define FXAA_QUALITY_PRESET 12', '', '#define FXAA_GREEN_AS_LUMA 1', '', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_PC_CONSOLE', ' //', ' // The console algorithm for PC is included', ' // for developers targeting really low spec machines.', ' // Likely better to just run FXAA_PC, and use a really low preset.', ' //', ' #define FXAA_PC_CONSOLE 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_GLSL_120', ' #define FXAA_GLSL_120 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_GLSL_130', ' #define FXAA_GLSL_130 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_HLSL_3', ' #define FXAA_HLSL_3 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_HLSL_4', ' #define FXAA_HLSL_4 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_HLSL_5', ' #define FXAA_HLSL_5 0', '#endif', '/*==========================================================================*/', '#ifndef FXAA_GREEN_AS_LUMA', ' //', ' // For those using non-linear color,', ' // and either not able to get luma in alpha, or not wanting to,', ' // this enables FXAA to run using green as a proxy for luma.', ' // So with this enabled, no need to pack luma in alpha.', ' //', ' // This will turn off AA on anything which lacks some amount of green.', ' // Pure red and blue or combination of only R and B, will get no AA.', ' //', ' // Might want to lower the settings for both,', ' // fxaaConsoleEdgeThresholdMin', ' // fxaaQualityEdgeThresholdMin', ' // In order to insure AA does not get turned off on colors', ' // which contain a minor amount of green.', ' //', ' // 1 = On.', ' // 0 = Off.', ' //', ' #define FXAA_GREEN_AS_LUMA 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_EARLY_EXIT', ' //', " // Controls algorithm's early exit path.", ' // On PS3 turning this ON adds 2 cycles to the shader.', ' // On 360 turning this OFF adds 10ths of a millisecond to the shader.', ' // Turning this off on console will result in a more blurry image.', ' // So this defaults to on.', ' //', ' // 1 = On.', ' // 0 = Off.', ' //', ' #define FXAA_EARLY_EXIT 1', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_DISCARD', ' //', ' // Only valid for PC OpenGL currently.', ' // Probably will not work when FXAA_GREEN_AS_LUMA = 1.', ' //', " // 1 = Use discard on pixels which don't need AA.", ' // For APIs which enable concurrent TEX+ROP from same surface.', " // 0 = Return unchanged color on pixels which don't need AA.", ' //', ' #define FXAA_DISCARD 0', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_FAST_PIXEL_OFFSET', ' //', ' // Used for GLSL 120 only.', ' //', ' // 1 = GL API supports fast pixel offsets', ' // 0 = do not use fast pixel offsets', ' //', ' #ifdef GL_EXT_gpu_shader4', ' #define FXAA_FAST_PIXEL_OFFSET 1', ' #endif', ' #ifdef GL_NV_gpu_shader5', ' #define FXAA_FAST_PIXEL_OFFSET 1', ' #endif', ' #ifdef GL_ARB_gpu_shader5', ' #define FXAA_FAST_PIXEL_OFFSET 1', ' #endif', ' #ifndef FXAA_FAST_PIXEL_OFFSET', ' #define FXAA_FAST_PIXEL_OFFSET 0', ' #endif', '#endif', '/*--------------------------------------------------------------------------*/', '#ifndef FXAA_GATHER4_ALPHA', ' //', ' // 1 = API supports gather4 on alpha channel.', ' // 0 = API does not support gather4 on alpha channel.', ' //', ' #if (FXAA_HLSL_5 == 1)', ' #define FXAA_GATHER4_ALPHA 1', ' #endif', ' #ifdef GL_ARB_gpu_shader5', ' #define FXAA_GATHER4_ALPHA 1', ' #endif', ' #ifdef GL_NV_gpu_shader5', ' #define FXAA_GATHER4_ALPHA 1', ' #endif', ' #ifndef FXAA_GATHER4_ALPHA', ' #define FXAA_GATHER4_ALPHA 0', ' #endif', '#endif', '', '', '/*============================================================================', ' FXAA QUALITY - TUNING KNOBS', '------------------------------------------------------------------------------', 'NOTE the other tuning knobs are now in the shader function inputs!', '============================================================================*/', '#ifndef FXAA_QUALITY_PRESET', ' //', ' // Choose the quality preset.', ' // This needs to be compiled into the shader as it effects code.', ' // Best option to include multiple presets is to', ' // in each shader define the preset, then include this file.', ' //', ' // OPTIONS', ' // -----------------------------------------------------------------------', ' // 10 to 15 - default medium dither (10=fastest, 15=highest quality)', ' // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)', ' // 39 - no dither, very expensive', ' //', ' // NOTES', ' // -----------------------------------------------------------------------', ' // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)', ' // 13 = about same speed as FXAA 3.9 and better than 12', ' // 23 = closest to FXAA 3.9 visually and performance wise', ' // _ = the lowest digit is directly related to performance', ' // _ = the highest digit is directly related to style', ' //', ' #define FXAA_QUALITY_PRESET 12', '#endif', '', '', '/*============================================================================', '', ' FXAA QUALITY - PRESETS', '', '============================================================================*/', '', '/*============================================================================', ' FXAA QUALITY - MEDIUM DITHER PRESETS', '============================================================================*/', '#if (FXAA_QUALITY_PRESET == 10)', ' #define FXAA_QUALITY_PS 3', ' #define FXAA_QUALITY_P0 1.5', ' #define FXAA_QUALITY_P1 3.0', ' #define FXAA_QUALITY_P2 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 11)', ' #define FXAA_QUALITY_PS 4', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 3.0', ' #define FXAA_QUALITY_P3 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 12)', ' #define FXAA_QUALITY_PS 5', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 4.0', ' #define FXAA_QUALITY_P4 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 13)', ' #define FXAA_QUALITY_PS 6', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 4.0', ' #define FXAA_QUALITY_P5 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 14)', ' #define FXAA_QUALITY_PS 7', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 4.0', ' #define FXAA_QUALITY_P6 12.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 15)', ' #define FXAA_QUALITY_PS 8', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 4.0', ' #define FXAA_QUALITY_P7 12.0', '#endif', '', '/*============================================================================', ' FXAA QUALITY - LOW DITHER PRESETS', '============================================================================*/', '#if (FXAA_QUALITY_PRESET == 20)', ' #define FXAA_QUALITY_PS 3', ' #define FXAA_QUALITY_P0 1.5', ' #define FXAA_QUALITY_P1 2.0', ' #define FXAA_QUALITY_P2 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 21)', ' #define FXAA_QUALITY_PS 4', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 22)', ' #define FXAA_QUALITY_PS 5', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 23)', ' #define FXAA_QUALITY_PS 6', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 24)', ' #define FXAA_QUALITY_PS 7', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 3.0', ' #define FXAA_QUALITY_P6 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 25)', ' #define FXAA_QUALITY_PS 8', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 4.0', ' #define FXAA_QUALITY_P7 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 26)', ' #define FXAA_QUALITY_PS 9', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 4.0', ' #define FXAA_QUALITY_P8 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 27)', ' #define FXAA_QUALITY_PS 10', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 4.0', ' #define FXAA_QUALITY_P9 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 28)', ' #define FXAA_QUALITY_PS 11', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 2.0', ' #define FXAA_QUALITY_P9 4.0', ' #define FXAA_QUALITY_P10 8.0', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_QUALITY_PRESET == 29)', ' #define FXAA_QUALITY_PS 12', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.5', ' #define FXAA_QUALITY_P2 2.0', ' #define FXAA_QUALITY_P3 2.0', ' #define FXAA_QUALITY_P4 2.0', ' #define FXAA_QUALITY_P5 2.0', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 2.0', ' #define FXAA_QUALITY_P9 2.0', ' #define FXAA_QUALITY_P10 4.0', ' #define FXAA_QUALITY_P11 8.0', '#endif', '', '/*============================================================================', ' FXAA QUALITY - EXTREME QUALITY', '============================================================================*/', '#if (FXAA_QUALITY_PRESET == 39)', ' #define FXAA_QUALITY_PS 12', ' #define FXAA_QUALITY_P0 1.0', ' #define FXAA_QUALITY_P1 1.0', ' #define FXAA_QUALITY_P2 1.0', ' #define FXAA_QUALITY_P3 1.0', ' #define FXAA_QUALITY_P4 1.0', ' #define FXAA_QUALITY_P5 1.5', ' #define FXAA_QUALITY_P6 2.0', ' #define FXAA_QUALITY_P7 2.0', ' #define FXAA_QUALITY_P8 2.0', ' #define FXAA_QUALITY_P9 2.0', ' #define FXAA_QUALITY_P10 4.0', ' #define FXAA_QUALITY_P11 8.0', '#endif', '', '', '', '/*============================================================================', '', ' API PORTING', '', '============================================================================*/', '#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)', ' #define FxaaBool bool', ' #define FxaaDiscard discard', ' #define FxaaFloat float', ' #define FxaaFloat2 vec2', ' #define FxaaFloat3 vec3', ' #define FxaaFloat4 vec4', ' #define FxaaHalf float', ' #define FxaaHalf2 vec2', ' #define FxaaHalf3 vec3', ' #define FxaaHalf4 vec4', ' #define FxaaInt2 ivec2', ' #define FxaaSat(x) clamp(x, 0.0, 1.0)', ' #define FxaaTex sampler2D', '#else', ' #define FxaaBool bool', ' #define FxaaDiscard clip(-1)', ' #define FxaaFloat float', ' #define FxaaFloat2 float2', ' #define FxaaFloat3 float3', ' #define FxaaFloat4 float4', ' #define FxaaHalf half', ' #define FxaaHalf2 half2', ' #define FxaaHalf3 half3', ' #define FxaaHalf4 half4', ' #define FxaaSat(x) saturate(x)', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_GLSL_100 == 1)', ' #define FxaaTexTop(t, p) texture2D(t, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_GLSL_120 == 1)', ' // Requires,', ' // #version 120', ' // And at least,', ' // #extension GL_EXT_gpu_shader4 : enable', ' // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)', ' #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)', ' #if (FXAA_FAST_PIXEL_OFFSET == 1)', ' #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)', ' #else', ' #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)', ' #endif', ' #if (FXAA_GATHER4_ALPHA == 1)', ' // use #extension GL_ARB_gpu_shader5 : enable', ' #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)', ' #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)', ' #define FxaaTexGreen4(t, p) textureGather(t, p, 1)', ' #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)', ' #endif', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_GLSL_130 == 1)', ' // Requires "#version 130" or better', ' #define FxaaTexTop(t, p) textureLod(t, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)', ' #if (FXAA_GATHER4_ALPHA == 1)', ' // use #extension GL_ARB_gpu_shader5 : enable', ' #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)', ' #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)', ' #define FxaaTexGreen4(t, p) textureGather(t, p, 1)', ' #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)', ' #endif', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_HLSL_3 == 1)', ' #define FxaaInt2 float2', ' #define FxaaTex sampler2D', ' #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))', ' #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_HLSL_4 == 1)', ' #define FxaaInt2 int2', ' struct FxaaTex { SamplerState smpl; Texture2D tex; };', ' #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)', '#endif', '/*--------------------------------------------------------------------------*/', '#if (FXAA_HLSL_5 == 1)', ' #define FxaaInt2 int2', ' struct FxaaTex { SamplerState smpl; Texture2D tex; };', ' #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)', ' #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)', ' #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)', ' #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)', ' #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)', ' #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)', '#endif', '', '', '/*============================================================================', ' GREEN AS LUMA OPTION SUPPORT FUNCTION', '============================================================================*/', '#if (FXAA_GREEN_AS_LUMA == 0)', ' FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }', '#else', ' FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }', '#endif', '', '', '', '', '/*============================================================================', '', ' FXAA3 QUALITY - PC', '', '============================================================================*/', '#if (FXAA_PC == 1)', '/*--------------------------------------------------------------------------*/', 'FxaaFloat4 FxaaPixelShader(', ' //', ' // Use noperspective interpolation here (turn off perspective interpolation).', ' // {xy} = center of pixel', ' FxaaFloat2 pos,', ' //', ' // Used only for FXAA Console, and not used on the 360 version.', ' // Use noperspective interpolation here (turn off perspective interpolation).', ' // {xy_} = upper left of pixel', ' // {_zw} = lower right of pixel', ' FxaaFloat4 fxaaConsolePosPos,', ' //', ' // Input color texture.', ' // {rgb_} = color in linear or perceptual color space', ' // if (FXAA_GREEN_AS_LUMA == 0)', ' // {__a} = luma in perceptual color space (not linear)', ' FxaaTex tex,', ' //', ' // Only used on the optimized 360 version of FXAA Console.', ' // For everything but 360, just use the same input here as for "tex".', ' // For 360, same texture, just alias with a 2nd sampler.', ' // This sampler needs to have an exponent bias of -1.', ' FxaaTex fxaaConsole360TexExpBiasNegOne,', ' //', ' // Only used on the optimized 360 version of FXAA Console.', ' // For everything but 360, just use the same input here as for "tex".', ' // For 360, same texture, just alias with a 3nd sampler.', ' // This sampler needs to have an exponent bias of -2.', ' FxaaTex fxaaConsole360TexExpBiasNegTwo,', ' //', ' // Only used on FXAA Quality.', ' // This must be from a constant/uniform.', ' // {x_} = 1.0/screenWidthInPixels', ' // {_y} = 1.0/screenHeightInPixels', ' FxaaFloat2 fxaaQualityRcpFrame,', ' //', ' // Only used on FXAA Console.', ' // This must be from a constant/uniform.', ' // This effects sub-pixel AA quality and inversely sharpness.', ' // Where N ranges between,', ' // N = 0.50 (default)', ' // N = 0.33 (sharper)', ' // {x__} = -N/screenWidthInPixels', ' // {_y_} = -N/screenHeightInPixels', ' // {_z_} = N/screenWidthInPixels', ' // {__w} = N/screenHeightInPixels', ' FxaaFloat4 fxaaConsoleRcpFrameOpt,', ' //', ' // Only used on FXAA Console.', ' // Not used on 360, but used on PS3 and PC.', ' // This must be from a constant/uniform.', ' // {x__} = -2.0/screenWidthInPixels', ' // {_y_} = -2.0/screenHeightInPixels', ' // {_z_} = 2.0/screenWidthInPixels', ' // {__w} = 2.0/screenHeightInPixels', ' FxaaFloat4 fxaaConsoleRcpFrameOpt2,', ' //', ' // Only used on FXAA Console.', ' // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.', ' // This must be from a constant/uniform.', ' // {x__} = 8.0/screenWidthInPixels', ' // {_y_} = 8.0/screenHeightInPixels', ' // {_z_} = -4.0/screenWidthInPixels', ' // {__w} = -4.0/screenHeightInPixels', ' FxaaFloat4 fxaaConsole360RcpFrameOpt2,', ' //', ' // Only used on FXAA Quality.', ' // This used to be the FXAA_QUALITY_SUBPIX define.', ' // It is here now to allow easier tuning.', ' // Choose the amount of sub-pixel aliasing removal.', ' // This can effect sharpness.', ' // 1.00 - upper limit (softer)', ' // 0.75 - default amount of filtering', ' // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)', ' // 0.25 - almost off', ' // 0.00 - completely off', ' FxaaFloat fxaaQualitySubpix,', ' //', ' // Only used on FXAA Quality.', ' // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.', ' // It is here now to allow easier tuning.', ' // The minimum amount of local contrast required to apply algorithm.', ' // 0.333 - too little (faster)', ' // 0.250 - low quality', ' // 0.166 - default', ' // 0.125 - high quality', ' // 0.063 - overkill (slower)', ' FxaaFloat fxaaQualityEdgeThreshold,', ' //', ' // Only used on FXAA Quality.', ' // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.', ' // It is here now to allow easier tuning.', ' // Trims the algorithm from processing darks.', ' // 0.0833 - upper limit (default, the start of visible unfiltered edges)', ' // 0.0625 - high quality (faster)', ' // 0.0312 - visible limit (slower)', ' // Special notes when using FXAA_GREEN_AS_LUMA,', ' // Likely want to set this to zero.', ' // As colors that are mostly not-green', ' // will appear very dark in the green channel!', ' // Tune by looking at mostly non-green content,', ' // then start at zero and increase until aliasing is a problem.', ' FxaaFloat fxaaQualityEdgeThresholdMin,', ' //', ' // Only used on FXAA Console.', ' // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.', ' // It is here now to allow easier tuning.', ' // This does not effect PS3, as this needs to be compiled in.', ' // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.', ' // Due to the PS3 being ALU bound,', ' // there are only three safe values here: 2 and 4 and 8.', ' // These options use the shaders ability to a free *|/ by 2|4|8.', ' // For all other platforms can be a non-power of two.', ' // 8.0 is sharper (default!!!)', ' // 4.0 is softer', ' // 2.0 is really soft (good only for vector graphics inputs)', ' FxaaFloat fxaaConsoleEdgeSharpness,', ' //', ' // Only used on FXAA Console.', ' // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.', ' // It is here now to allow easier tuning.', ' // This does not effect PS3, as this needs to be compiled in.', ' // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.', ' // Due to the PS3 being ALU bound,', ' // there are only two safe values here: 1/4 and 1/8.', ' // These options use the shaders ability to a free *|/ by 2|4|8.', ' // The console setting has a different mapping than the quality setting.', ' // Other platforms can use other values.', ' // 0.125 leaves less aliasing, but is softer (default!!!)', ' // 0.25 leaves more aliasing, and is sharper', ' FxaaFloat fxaaConsoleEdgeThreshold,', ' //', ' // Only used on FXAA Console.', ' // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.', ' // It is here now to allow easier tuning.', ' // Trims the algorithm from processing darks.', ' // The console setting has a different mapping than the quality setting.', ' // This only applies when FXAA_EARLY_EXIT is 1.', ' // This does not apply to PS3,', ' // PS3 was simplified to avoid more shader instructions.', ' // 0.06 - faster but more aliasing in darks', ' // 0.05 - default', ' // 0.04 - slower and less aliasing in darks', ' // Special notes when using FXAA_GREEN_AS_LUMA,', ' // Likely want to set this to zero.', ' // As colors that are mostly not-green', ' // will appear very dark in the green channel!', ' // Tune by looking at mostly non-green content,', ' // then start at zero and increase until aliasing is a problem.', ' FxaaFloat fxaaConsoleEdgeThresholdMin,', ' //', ' // Extra constants for 360 FXAA Console only.', ' // Use zeros or anything else for other platforms.', ' // These must be in physical constant registers and NOT immediates.', ' // Immediates will result in compiler un-optimizing.', ' // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)', ' FxaaFloat4 fxaaConsole360ConstDir', ') {', '/*--------------------------------------------------------------------------*/', ' FxaaFloat2 posM;', ' posM.x = pos.x;', ' posM.y = pos.y;', ' #if (FXAA_GATHER4_ALPHA == 1)', ' #if (FXAA_DISCARD == 0)', ' FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);', ' #if (FXAA_GREEN_AS_LUMA == 0)', ' #define lumaM rgbyM.w', ' #else', ' #define lumaM rgbyM.y', ' #endif', ' #endif', ' #if (FXAA_GREEN_AS_LUMA == 0)', ' FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);', ' FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));', ' #else', ' FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);', ' FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));', ' #endif', ' #if (FXAA_DISCARD == 1)', ' #define lumaM luma4A.w', ' #endif', ' #define lumaE luma4A.z', ' #define lumaS luma4A.x', ' #define lumaSE luma4A.y', ' #define lumaNW luma4B.w', ' #define lumaN luma4B.z', ' #define lumaW luma4B.x', ' #else', ' FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);', ' #if (FXAA_GREEN_AS_LUMA == 0)', ' #define lumaM rgbyM.w', ' #else', ' #define lumaM rgbyM.y', ' #endif', ' #if (FXAA_GLSL_100 == 1)', ' FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));', ' #else', ' FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));', ' #endif', ' #endif', '/*--------------------------------------------------------------------------*/', ' FxaaFloat maxSM = max(lumaS, lumaM);', ' FxaaFloat minSM = min(lumaS, lumaM);', ' FxaaFloat maxESM = max(lumaE, maxSM);', ' FxaaFloat minESM = min(lumaE, minSM);', ' FxaaFloat maxWN = max(lumaN, lumaW);', ' FxaaFloat minWN = min(lumaN, lumaW);', ' FxaaFloat rangeMax = max(maxWN, maxESM);', ' FxaaFloat rangeMin = min(minWN, minESM);', ' FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;', ' FxaaFloat range = rangeMax - rangeMin;', ' FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);', ' FxaaBool earlyExit = range < rangeMaxClamped;', '/*--------------------------------------------------------------------------*/', ' if(earlyExit)', ' #if (FXAA_DISCARD == 1)', ' FxaaDiscard;', ' #else', ' return rgbyM;', ' #endif', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_GATHER4_ALPHA == 0)', ' #if (FXAA_GLSL_100 == 1)', ' FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));', ' #else', ' FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));', ' #endif', ' #else', ' FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));', ' FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));', ' #endif', '/*--------------------------------------------------------------------------*/', ' FxaaFloat lumaNS = lumaN + lumaS;', ' FxaaFloat lumaWE = lumaW + lumaE;', ' FxaaFloat subpixRcpRange = 1.0/range;', ' FxaaFloat subpixNSWE = lumaNS + lumaWE;', ' FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;', ' FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat lumaNESE = lumaNE + lumaSE;', ' FxaaFloat lumaNWNE = lumaNW + lumaNE;', ' FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;', ' FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat lumaNWSW = lumaNW + lumaSW;', ' FxaaFloat lumaSWSE = lumaSW + lumaSE;', ' FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);', ' FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);', ' FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;', ' FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;', ' FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;', ' FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;', ' FxaaFloat lengthSign = fxaaQualityRcpFrame.x;', ' FxaaBool horzSpan = edgeHorz >= edgeVert;', ' FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;', '/*--------------------------------------------------------------------------*/', ' if(!horzSpan) lumaN = lumaW;', ' if(!horzSpan) lumaS = lumaE;', ' if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;', ' FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat gradientN = lumaN - lumaM;', ' FxaaFloat gradientS = lumaS - lumaM;', ' FxaaFloat lumaNN = lumaN + lumaM;', ' FxaaFloat lumaSS = lumaS + lumaM;', ' FxaaBool pairN = abs(gradientN) >= abs(gradientS);', ' FxaaFloat gradient = max(abs(gradientN), abs(gradientS));', ' if(pairN) lengthSign = -lengthSign;', ' FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);', '/*--------------------------------------------------------------------------*/', ' FxaaFloat2 posB;', ' posB.x = posM.x;', ' posB.y = posM.y;', ' FxaaFloat2 offNP;', ' offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;', ' offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;', ' if(!horzSpan) posB.x += lengthSign * 0.5;', ' if( horzSpan) posB.y += lengthSign * 0.5;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat2 posN;', ' posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;', ' posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;', ' FxaaFloat2 posP;', ' posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;', ' posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;', ' FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;', ' FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));', ' FxaaFloat subpixE = subpixC * subpixC;', ' FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));', '/*--------------------------------------------------------------------------*/', ' if(!pairN) lumaNN = lumaSS;', ' FxaaFloat gradientScaled = gradient * 1.0/4.0;', ' FxaaFloat lumaMM = lumaM - lumaNN * 0.5;', ' FxaaFloat subpixF = subpixD * subpixE;', ' FxaaBool lumaMLTZero = lumaMM < 0.0;', '/*--------------------------------------------------------------------------*/', ' lumaEndN -= lumaNN * 0.5;', ' lumaEndP -= lumaNN * 0.5;', ' FxaaBool doneN = abs(lumaEndN) >= gradientScaled;', ' FxaaBool doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;', ' FxaaBool doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;', '/*--------------------------------------------------------------------------*/', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 3)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 4)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 5)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 6)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 7)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 8)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 9)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 10)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 11)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;', '/*--------------------------------------------------------------------------*/', ' #if (FXAA_QUALITY_PS > 12)', ' if(doneNP) {', ' if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));', ' if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));', ' if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;', ' if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;', ' doneN = abs(lumaEndN) >= gradientScaled;', ' doneP = abs(lumaEndP) >= gradientScaled;', ' if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;', ' if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;', ' doneNP = (!doneN) || (!doneP);', ' if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;', ' if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', ' #endif', '/*--------------------------------------------------------------------------*/', ' }', '/*--------------------------------------------------------------------------*/', ' FxaaFloat dstN = posM.x - posN.x;', ' FxaaFloat dstP = posP.x - posM.x;', ' if(!horzSpan) dstN = posM.y - posN.y;', ' if(!horzSpan) dstP = posP.y - posM.y;', '/*--------------------------------------------------------------------------*/', ' FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;', ' FxaaFloat spanLength = (dstP + dstN);', ' FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;', ' FxaaFloat spanLengthRcp = 1.0/spanLength;', '/*--------------------------------------------------------------------------*/', ' FxaaBool directionN = dstN < dstP;', ' FxaaFloat dst = min(dstN, dstP);', ' FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;', ' FxaaFloat subpixG = subpixF * subpixF;', ' FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;', ' FxaaFloat subpixH = subpixG * fxaaQualitySubpix;', '/*--------------------------------------------------------------------------*/', ' FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;', ' FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);', ' if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;', ' if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;', ' #if (FXAA_DISCARD == 1)', ' return FxaaTexTop(tex, posM);', ' #else', ' return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);', ' #endif', '}', '/*==========================================================================*/', '#endif', '', 'void main() {', ' gl_FragColor = FxaaPixelShader(', ' vUv,', ' vec4(0.0),', ' tDiffuse,', ' tDiffuse,', ' tDiffuse,', ' resolution,', ' vec4(0.0),', ' vec4(0.0),', ' vec4(0.0),', ' 0.75,', ' 0.166,', ' 0.0833,', ' 0.0,', ' 0.0,', ' 0.0,', ' vec4(0.0)', ' );', '', ' // TODO avoid querying texture twice for same texel', ' gl_FragColor.a = texture2D(tDiffuse, vUv).a;', '}'].join('\n')
|
1097
21
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};
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1098
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-
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22
|
+
|
23
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+
export { FXAAShader };
|